UnrealMasterAI
Unreal Master AI agent that gives Claude Code bidirectional control over Unreal Engine internals — manipulating Blueprints at the graph level, generating Slate UI code, triggering Live Coding compilation, and self-healing from compile errors without manual intervention.
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Unreal Master Agent
Unreal Master AI — Project Website | Unreal Master MCP Workflows Community
An autonomous AI agent that gives Claude Code bidirectional control over Unreal Engine internals — manipulating Blueprints at the graph level, generating Slate UI code, triggering Live Coding compilation, and self-healing from compile errors without manual intervention.
What This Does
You describe what you want in natural language. Claude Code calls the right tools in sequence. Unreal Engine executes the changes in real time.
Example:
"Add a PrintString node to BP_TestActor connected after BeginPlay, set the message to 'Hello World', then compile."
The agent serializes the Blueprint to JSON, creates the node, connects the exec pins, sets the default value, and triggers Live Coding — reporting any compile errors back for self-healing if needed.
Core capabilities:
- Blueprint graph serialization (UEdGraph → structured JSON AST)
- Dynamic node creation and pin connection via C++ UE APIs
- Slate UI code generation with RAG-assisted template retrieval
- Live Coding compilation trigger and compile log capture
- Self-healing loop: parse compile errors → apply fix → retry (max 3 iterations)
- Human-in-the-loop approval gate for destructive operations
- Actor spawning, deletion, property editing, transform control
- Material creation, parameter setting (scalar/vector), texture assignment
- Level management (create, open, save, sublevels, world settings)
- Asset pipeline (import, export, create, duplicate, rename, delete, references)
- Animation tools (montages, blend spaces, skeleton info)
- Mesh operations (LOD, materials, collision generation)
- DataTable CRUD operations
- Project introspection (structure, plugins, settings, class hierarchy, dependency graph)
- Build pipeline (lightmaps, content cooking, map check)
- Source control integration (status, checkout, diff)
- Gameplay systems (input actions, game mode)
- Python script execution bridge (166 scripts) for extensible UE automation
- Sequencer/cinematics, AI/navigation, widget/UMG tools
- Texture, Niagara VFX, audio, landscape pipelines
- Physics, world partition, foliage, curves, PCG, geometry script tools
- Workflow templates (character, UI, level, multiplayer, inventory, dialogue)
- Analysis tools (Blueprint complexity, asset health, performance, conventions)
- Context intelligence (auto-gather project context, tool manifest, workflow chains)
- Workflow learning system (learn from Epic docs, intent matching with UE synonym expansion)
- Error resolution learning (capture troubleshooting outcomes, replay fixes for similar errors)
- Outcome-weighted recommendations (proven workflows rank higher automatically)
- 89 workflow patterns (21 builtin from Epic docs + 68 community-seeded), 25 error resolution patterns
- Proactive tool recommendations based on workflow step adjacency analysis
- Analytics dashboard for workflow coverage, tool usage, and error resolution metrics
Multi-LLM Support:
Works with Claude Code, Claude Desktop, Cursor, Windsurf, and VS Code + GitHub Copilot — any MCP-compatible AI editor.
Workflow Community Platform
Browse, share, and discover community-created workflows at the Workflow Community platform:
- 22+ official workflows covering 14+ UE domains (Blueprint, Material, Level, Character, Animation, Niagara, Audio, Landscape, Physics, Gameplay, Sequencer, AI/Nav, Widget, Mesh)
- Community-contributed workflows with ratings and reviews
- Create and share your own workflows with the community
- Integration guides for Claude Code, Claude Desktop, Cursor, Windsurf, and VS Code
- CLI import —
npx unreal-master-mcp-server import-workflow <id>to import any workflow directly - Full-text search and filtering by domain and difficulty
Visit the platform: https://unreal-workflow-web.vercel.app
See UnrealWorkflow for the community platform source code.
Extensibility:
- Custom MCP tools: drop
.ts/.jsfiles inmcp-server/custom-tools/for automatic discovery and registration - Tool hooks: register pre/post execution callbacks via
ToolHookManagerfor logging, validation, or transformation - Custom Python scripts: place scripts in
Content/Python/uma_custom/and invoke them withpython-customExecute - Auto-registration architecture: each domain exposes a
ToolModulevia its ownindex.ts— adding a new domain requires no changes toserver.ts - Workflow Marketplace: standardized JSON sharing format,
context-exportWorkflow/context-importWorkflowtools, CLI import from file or URL, 10 community workflow templates
Architecture Overview
The system uses a 4-layer architecture with clean separation between reasoning, bridging, execution, and engine APIs.
Claude Code (Layer 1)
│ stdio / JSON-RPC
MCP Bridge Server — Node.js/TypeScript (Layer 2)
│ WebSocket
UE Agent Plugin — C++ (Layer 3)
│ Direct C++ API calls
Engine APIs: UEdGraph, Slate, ILiveCodingModule (Layer 4)
Key design decisions:
- UE is the WebSocket client — Node.js listens, UE connects. This uses UE's stable
FWebSocketsModuleclient rather than a nonexistent server API. - All UE operations run on the GameThread — WebSocket callbacks dispatch via
AsyncTask(ENamedThreads::GameThread). TryCreateConnectionalways, neverMakeLinkTo— ensures polymorphic pin type propagation.- Self-healing is Claude's responsibility — the server provides atomic tools; Claude orchestrates retry logic.
See ARCHITECTURE.md for the full architecture document including data flow diagrams, threading model, safety architecture, and all ADRs.
Prerequisites
- Node.js 20+
- npm 10+
- TypeScript 5.5+ (installed via devDependencies)
- Unreal Engine 5.4 - 5.7
- Python Editor Script Plugin enabled in UE (Edit → Plugins → Scripting) — required for Python automation (166 scripts)
- Claude Code (latest) with MCP support
Quick Start
1. Install dependencies
cd mcp-server
npm install
2. Configure for your AI editor
npx unreal-master-mcp-server init --host=claude # Claude Desktop (default)
npx unreal-master-mcp-server init --host=cursor # Cursor
npx unreal-master-mcp-server init --host=windsurf # Windsurf
npx unreal-master-mcp-server init --host=vscode # VS Code + Copilot
npx unreal-master-mcp-server init --host=claude-code # Claude Code CLI
Note: Only one AI host can connect to a UE instance at a time. Each host spawns its own MCP server process which binds WebSocket port
9877. Close the current host before switching to another. See the Integration Guides for details.
Or manually add to .claude/mcp.json (project root):
{
"mcpServers": {
"unreal-master": {
"command": "node",
"args": ["mcp-server/dist/index.js"],
"env": {
"UE_WS_PORT": "9877"
}
}
}
}
Or, if installed globally via npm:
{
"mcpServers": {
"unreal-master": {
"command": "npx",
"args": ["-y", "unreal-master-mcp-server"],
"env": {
"UE_WS_PORT": "9877"
}
}
}
}
3. Build the MCP server
cd mcp-server
npm run build
4. Enable the UE Plugin
Quick install (copies the plugin automatically):
./scripts/install-plugin.sh /path/to/YourProject
Manual install:
Copy or symlink UnrealMasterAgent/ into your Unreal Engine project's Plugins/ directory, then enable it in the .uproject file:
{
"Plugins": [{ "Name": "UnrealMasterAgent", "Enabled": true }]
}
Rebuild the project from source.
5. Enable Python Editor Script Plugin
The Python automation layer (166 scripts) requires the Python Editor Script Plugin:
- Open your UE project → Edit → Plugins
- Search for "Python Editor Script Plugin" under Scripting
- Enable it and restart the editor
Without this plugin, all non-Python tools (Blueprints, actors, materials, etc.) still work. Only Python-based automation will be unavailable.
See docs/setup-guide.md for verification steps and troubleshooting.
6. Start the agent
Open your Unreal Engine project (the plugin auto-connects to the MCP server on startup), then launch Claude Code in the project root. The MCP server starts automatically.
Verify the connection:
> editor.ping
Expected response: { "status": "ok", "ueVersion": "5.4.x" }
Development mode (watch + auto-rebuild)
cd mcp-server
npm run dev
Project Structure
Unreal Master/
├── ARCHITECTURE.md Architecture decisions and system design
├── README.md This file
├── AGENTS.md AI agent guidance for this codebase
├── package.json Workspace root
│
├── mcp-server/ Layer 2: Node.js/TypeScript MCP bridge
│ ├── src/
│ │ ├── index.ts Entry point (McpServerBootstrap)
│ │ ├── server.ts McpServer configuration (auto-registers tools)
│ │ ├── tools/
