SkillAgentSearch skills...

UnrealEngine_Bridge

Claude Code inside Unreal - the MCP layer Epic doesn't ship: real editor Python, viewport perception + scene diffing, one-command lighting moods, normal-aware spatial reasoning, and a lossless UE<->X3D round-trip harness. Honesty enforced by tests; coexists with Epic's Unreal MCP (UE 5.8).

Install / Use

claude mcp add JosephOIbrahim -- npx -y github:JosephOIbrahim/UnrealEngine_Bridge

If the server publishes to npm under a different name, use that package instead — check the repo README.

About this skill
🔌

MCP Server

Model Context Protocol server

Quality Score

78/100

Supported Platforms

Claude Code
Claude Desktop

Our assessment of UnrealEngine_Bridge

UnrealEngine_Bridge scores 78/100 on our quality scale, 802nd of 956 AI & Machine Learning skills we index.

Its MCP Server is 14 KB long, well organised into 19 sections with 9 code examples: a thorough specification that gives an agent plenty to work with.

It has 3 GitHub stars, so there is little community track record yet; judge it on its content.

Substance
30/30
Structure
20/20
Description
15/15
Adoption
3/20
Freshness
11/15

Maintenance, license and trust

  • The repository was last updated about 3 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 90/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

UnrealEngine_Bridge compared with similar skills

All 4 of these similar skills score higher than UnrealEngine_Bridge; compare them before choosing.

SkillScoreStarsUpdatedFormat
UnrealEngine_Bridge (this skill)by JosephOIbrahim7833mo agoMCP Server
claude-memby thedotmack100101.7ktodayCLAUDE.md
Agent-Reachby Panniantong10099.4k4d agoCLAUDE.md
Understand-Anythingby Egonex-AI10087.0k7d agoCLAUDE.md
headroomby headroomlabs-ai10076.0k1d agoCLAUDE.md

Frequently asked questions

How do I install UnrealEngine_Bridge?
Run claude mcp add JosephOIbrahim -- npx -y github:JosephOIbrahim/UnrealEngine_Bridge. The install tabs above show the steps for each supported agent.
Which AI agents does UnrealEngine_Bridge work with?
It is written for Claude Code and Claude Desktop, as a MCP Server file. Other agents that read the same format can often use it too.
Is UnrealEngine_Bridge safe to use?
It is MIT-licensed and scores 90/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is UnrealEngine_Bridge still maintained?
The repository was last updated about 3 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.

UnrealEngine Bridge

Release CI License: MIT Unreal Engine 5.8 Python 3.11+

Claude Code, working inside your Unreal editor. This bridge gives Claude the abilities Epic's own MCP doesn't ship: run real editor Python, see the viewport continuously, light scenes with one command, reason about space with surface normals, and stay honest about every result.

58 MCP tools · 20 mounted by default · 635 tests · Changelog · Security


The one-paragraph story

UE 5.8 ships Epic's official Unreal MCP — 830 tools once you enable AllToolsets. That's the commodity control plane: spawn, transform, materials, Blueprints, Sequencer. So this bridge stopped competing and specialized. We live-probed Epic's entire surface, wrote the verdict for every one of our tools into EPIC_MCP_MATRIX.md, and flipped the default: you get our differentiated core out of the box, Epic handles the basics, and the 36 overlapping tools stay one env var away.


How it works

Two MCP servers, one editor. Claude uses both.

graph LR
    subgraph Claude Code
        A[MCP Client]
    end

    subgraph B1["This bridge — Python"]
        B[MCP Server<br/><i>FastMCP · stdio</i>]
        B --> C[Tiered Registry<br/><i>core: 20 · full: 56</i>]
        C --> D[Remote Control Bridge<br/><i>httpx · circuit breaker</i>]
    end

    subgraph Unreal Editor
        E[Remote Control API<br/><i>localhost:30010</i>]
        E --> F[Editor Runtime]
        G[ViewportPerception<br/><i>localhost:30011</i>]
        G --> F
        H[Epic Unreal MCP<br/><i>localhost:8000 · UE 5.8</i>]
        H --> F
    end

    A -- stdio --> B
    A -. HTTP /mcp .-> H
    D -- HTTP --> E
    C -. viewport capture .-> G

    style A fill:#5CFFDB,color:#05050D
    style B fill:#5CFFDB,color:#05050D
    style C fill:#5CFFDB,color:#05050D
    style D fill:#12121F,color:#fff
    style E fill:#FFCC33,color:#05050D
    style F fill:#12121F,color:#fff
    style G fill:#FFCC33,color:#05050D
    style H fill:#FFCC33,color:#05050D

Who does what:

| Job | Server | |---|---| | Spawn / transform / materials / Blueprints / Sequencer | Epic's MCP (UE 5.8, AllToolsets) | | Editor Python, console, lighting moods, cloner, perception, spatial reasoning | This bridge | | Works on UE 5.7 (no Epic MCP there) | This bridge, with UE_MCP_PROFILE=full |


Quick start

You need: UE 5.7 or 5.8 · Python 3.11+ · the Remote Control API plugin enabled (ships with the engine).

1 — Install

git clone https://github.com/JosephOIbrahim/UnrealEngine_Bridge.git
cd UnrealEngine_Bridge
pip install -e .

2 — Open the project

Open UnrealEngine_Bridge.uproject. Check the Output Log for "Remote Control Web Server started" — that's localhost:30010 up.

On UE 5.8, the ModelContextProtocol and AllToolsets plugins self-enable (they're staged Optional in the project). Start Epic's server from the console: ModelContextProtocol.StartServer.

3 — Connect Claude Code

The repo ships a ready .mcp.json — open the repo folder in Claude Code and both servers are configured. For other projects, copy it and fix the path.

4 — Try it

"Set golden hour and snap the crates to the terrain."

Claude uses ue_apply_mood_preset and ue_snap_to_ground — two things no other UE MCP can do.

Want the commodity tools from this bridge instead of Epic's? Set the env var and restart the server:

"unreal": { "command": "python", "args": ["-m", "ue_mcp.mcp_server"], "env": { "UE_MCP_PROFILE": "full" } }

What's mounted by default (the core 20)

These are the tools Epic's MCP does not have — verified against all 830 of theirs (the matrix).

🐍 Editor Python & console (2)

| Tool | What it does | |---|---| | ue_execute_python | The escape hatch. Run real Python in the editor with the full unreal API (AST-sandboxed). Epic's execute_tool_script can't even import unreal. | | ue_console_command | Run console commands with structured output parsing. No console exec exists anywhere in Epic's surface. |

👁 Perception (4)

| Tool | What it does | |---|---| | ue_viewport_percept | One frame + camera, selection, and scene metadata in a single call | | ue_viewport_watch | Continuous capture at a set rate — Claude keeps watching | | ue_viewport_diff | Two-snapshot structural diff: what moved, appeared, disappeared | | ue_viewport_config | Resolution / format / rate for the capture pipeline |

🌅 Lighting & atmosphere (5)

| Tool | What it does | |---|---| | ue_apply_mood_preset | One command = coordinated sun + fog + clouds + color grade | | ue_blend_mood_presets | Interpolate two moods (t 0→1) for in-between looks | | ue_set_time_of_day | Hour 0–24 → sun elevation, azimuth, color, intensity | | ue_setup_sky_atmosphere | Build or update the whole sky rig, idempotently | | ue_list_mood_presets | See the built-in cinematic presets |

📐 Spatial reasoning (4)

| Tool | What it does | |---|---| | ue_ground_trace | Trace down at (x, y): hit point, surface normal, distance, actor. Epic's trace_world returns a bare distance. | | ue_snap_to_ground | Drop an actor onto the surface, optionally tilting to the slope | | ue_spatial_query | Nearest-N, AABB overlap, combined bounds, box contents | | ue_get_actor_hierarchy | The full recursive attachment tree in one call |

🧩 Scene gaps Epic left open (3)

| Tool | What it does | |---|---| | ue_duplicate_actor | Clone a level actor with an offset (no Epic equivalent) | | ue_get_world_info | Streaming levels, world settings, game mode | | ue_create_cloner | ClonerEffector procedural instancing, with read-back-verified configuration |

❤️ Bridge health (2)

| Tool | What it does | |---|---| | ue_status | Is the editor up? Is Remote Control reachable? | | ue_health_check | Version, uptime, circuit breaker, per-call metrics, active tool profile, Epic MCP reachability |


The commodity tier (36 tools, UE_MCP_PROFILE=full)

Epic's MCP covers these — the matrix cites the exact equivalent for every row. They stay in the codebase, tested and honest, for UE 5.7 or as a fallback:

| Module | Tools | |---|---| | Actors | spawn · delete · list · set_transform · get_bounds | | Scene | actor details · scene query · component details | | Blueprints | create · add component · set properties · CDO defaults · compile · list components · spawn | | Materials | create instance · set / get parameters · assign to slot | | Sequencer | create sequence · play/scrub · bind actor · keyframe | | Level | save · info · load | | Assets | find · create material · delete | | Mograph | Niagara system · PCG graph | | Properties | get / set any UObject property | | Editor | focus actor · select actors | | Spatial | measure (distance / extent) |

Experimental tier (UE_MCP_PROFILE=all): ue_undo / ue_redo — honest not-implemented slots. The UE Python API has no scriptable editor-transaction route; these say so instead of pretending.


🧊 UE ↔ X3D round-trip harness (new in v0.3.0)

Hand Claude a level as open X3D it can read, edit, and validate — then write it back losslessly. A thin, fully-tested slice: no live editor needed to prove an edit is safe.

The one invariant it defends:

deserialize( serialize( level ) )  ==  level

Lossless round trip, plus malformed edits rejected on paper before any mutation. If both hold, the bridge is trustworthy — if either fails, nothing else matters.

| Piece | Job | |---|---| | Coordinate crux | UE (Z-up, LH, cm) ↔ X3D (Y-up, RH, m) as one orthonormal basis B (det −1). B⁻¹ = Bᵀ, so the round trip is exact by construction — picking the right B is calibration, not correctness. | | Closed grammar | An X3D node set small enough to hand a model whole and validate against. UE specifics (mesh · mobility · folder · parent) ride in Metadata*. | | Validate boundary | Out-of-grammar nodes, dangling USE, NaN/∞, wrong arity, non-X3D root — all die here, before the editor is touched. | | Apply seam | Diffs two scenes into typed ops (spawn · transform · material · reparent) that emit ue_execute_python. | | Preview | The same X3D drops into a browser via X_ITE — free. |

from x3d_bridge import Actor, serialize, deserialize, validate

x3d = serialize([Actor(guid="Rock_01", mesh="/Game/Meshes/SM_Rock",
                       t=(420.0, 0.0, 155.0))])
ok, errors = validate(x3d)     # the paper boundary
level = deserialize(x3d)       # lossless

Status — honest, per the house rule:

  • ✅ 55 tests — round-trip · validation battery · apply-op sequence — all green
  • ✅ Basis B independently re-derived and confirmed three ways
  • ⏳ B is analytic — not yet calibrated against a live glTF export (round-trip is basis-agnostic, so this is fidelity-only, never correctness)
  • ⏳ A library today — not yet exposed as MCP tools

Why trust the results? Honesty as architecture

This bridge's tools cannot silently lie — that's enforced, not promised:

  • Exec-simulated codegen tests. Every generated editor script is compiled and executed against a strict fake unreal module in CI. Phantom APIs raise. Dropped arguments fail a sentinel gate. Hard-coded success prints fail honesty contracts.
  • Read-back verification. Writes that UE can silently ignore (cloner layout names) are read back before being reported "applied".
  • Honest statuses. The viewport fallback reports capture_status: timeout instead of an empty image with success: true. Not-implemented tools say "not implemented".
  • 635 tests, including scripted-failure contracts for every historical lying-tool bug.
graph TB
    subgraph Python layer
        MCP["MCP Server<br/><code>ue_mcp/mcp_server.py</code>"]
        Reg["Tiered Registry<br/><i>core / full / all</i>"]
        Tools["Tool Modules (14)<br/><code>ue_mcp/tools/</code>"]
        Val["Validation & AST Sandbox<br/><code>_validation.py</code>"]
        RC["Remote Control Bridge<br/><code>remote_control/</code>"]
        Met["Metrics & Circuit Breaker"]
    end

    subgraph Test layer
        Sim["Exec-Sim Harness<br/><i>strict fake unreal · honesty contracts</i>"]
    end

    subgraph Unreal Editor
        RCAPI["Remote Control API<br/><i>REST · :30010</i>"]
        VP["ViewportPerception plugin<br/><i>GPU readback · :30011</i>"]
        EPIC["Epic Unreal MCP<br/><i>HTTP+SSE · :8000 · UE 5.8</i>"]
    end

    MCP --> Reg --> Tools
    Tools --> Val
    Tools --> RC --> Met
    RC -- HTTP --> RCAPI
    Tools -. capture .-> VP
    Sim -. gates every generated script .-> Tools

    style MCP fill:#5CFFDB,color:#05050D
    style Reg fill:#5CFFDB,color:#05050D
    style Tools fill:#5CFFDB,color:#05050D
    style Sim fill:#12121F,color:#fff
    style RCAPI fill:#FFCC33,color:#05050D
    style VP fill:#FFCC33,color:#05050D
    style EPIC fill:#FFCC33,color:#05050D

Resilience

| Pattern | Detail | |---|---| | Circuit breaker | CLOSED → OPEN (5 failures) → HALF_OPEN (30s, 1 probe) → CLOSED | | Connection pooling | 10 max connections, 5 keepalive | | Timeout | 10s adaptive default | | Atomic file I/O | tempfile + `os

Truncated for display — read the full file on GitHub.

Related Skills

View on GitHub
GitHub Stars3
CategoryAI
Updated3mo ago
Forks0

Languages

Python

Trust signals

90/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

1 low1 info