Unreal Engine 5 — AI-Native Automation
Control Unreal Engine 5 from Claude via 60+ MCP tools or CLI. Spawn actors, edit Blueprints, inspect materials, run Play-In-Editor sessions, capture screenshots, profile performance, and more — all inside a running UE5 editor or packaged build.
When to Use This Skill
- UE5 editor control: Spawn/move/delete actors, edit properties, manage levels
- Blueprint automation: Create, edit, compile Blueprints; Blueprint-to-C++ conversion
- Material inspection: Read material parameters, texture references, shader properties
- PIE sessions: Start/stop Play-In-Editor, capture gameplay screenshots
- Performance profiling: Frame time, draw calls, GPU/CPU stats
- Asset management: Browse, import, export, validate assets
- StateTrees/Widgets: Edit AI state trees, UMG widgets programmatically
- CI/CD: Automated builds, cook, package via CLI
When Not to Use
- For game design at concept level (story, mechanics, GDD) — use
game-dev (48 agents)
- For Godot or Unity — use
game-dev which covers all three engines at design level
- For 3D modelling/rendering — use
blender
- For AI-generated game art — use
comfyui or art
Setup
soft-ue-cli is not baked into this image (mcp.json: "not present in this
image"). Install it and run a UE5 Editor with the bridge plugin host-side —
the MCP server in this container can only reach that external editor once it
is up.
# Install
pip install "soft-ue-cli[mcp]"
# Install UE plugin into your project
soft-ue-cli setup /path/to/YourProject
# MCP server mode (for Claude)
soft-ue-cli mcp-serve
# CLI mode (for scripts/CI)
soft-ue-cli spawn-actor --class StaticMeshActor --location 100,200,50
MCP Tools (60+)
Actors
spawn-actor, delete-actor, move-actor, get-actor, list-actors, set-property, get-property
Blueprints
create-blueprint, edit-blueprint, compile-blueprint, add-node, connect-pins, blueprint-to-cpp
Materials
get-material, list-materials, inspect-material, set-material-param
PIE (Play-In-Editor)
pie-start, pie-stop, pie-screenshot, pie-status
Assets
list-assets, import-asset, export-asset, validate-assets
Profiling
profile-start, profile-stop, frame-stats, draw-call-stats
StateTrees & Widgets
edit-statetree, list-widgets, modify-widget
Environment Variables
| Variable |
Default |
Description |
SOFT_UE_BRIDGE |
|
Set to enable conditional compilation of the bridge plugin |
SOFT_UE_HOST |
127.0.0.1 |
UE5 editor HTTP bridge host |
SOFT_UE_PORT |
8080 |
UE5 editor HTTP bridge port |
Architecture
┌──────────────┐ ┌──────────────────┐ ┌──────────────────┐
│ Claude Code │────>│ soft-ue-cli │────>│ UE5 Editor │
│ (MCP client) │ │ MCP Server │ │ HTTP Bridge │
│ │ │ or CLI │ │ Plugin │
│ │ │ (Python/httpx) │ │ (C++ conditional│
│ │ │ │ │ compilation) │
└──────────────┘ └──────────────────┘ └──────────────────┘
Integration with Other Skills
| Skill |
Relationship |
game-dev |
Design-level game dev (GDD, mechanics, art direction); unreal-engine for direct editor control |
blender |
Create 3D assets in Blender, import into UE5 via unreal-engine asset tools |
clipcannon |
Capture UE5 gameplay footage, edit with ClipCannon for trailers/reels |
art |
Generate textures/UI art via Nano Banana 2, import into UE5 |
comfyui |
AI-generate textures/sprites via Stable Diffusion for UE5 materials |
Attribution
soft-ue-cli by softdaddy-o. MIT License.
1---2name: unreal-engine3description: Unreal Engine 5 automation via 60+ MCP tools. Spawn actors, edit Blueprints, inspect materials, run PIE sessions, capture screenshots, profile performance, manage StateTrees, widgets, and assets. Works with running UE5 editor or packaged builds. Use when the user says "unreal engine", "UE5", "spawn actor", "blueprint", "PIE session", "unreal project". Complements game-dev skill which covers Godot/Unity/Unreal at design level; this skill provides direct UE5 editor control.4---56# Unreal Engine 5 — AI-Native Automation78Control Unreal Engine 5 from Claude via 60+ MCP tools or CLI. Spawn actors, edit Blueprints, inspect materials, run Play-In-Editor sessions, capture screenshots, profile performance, and more — all inside a running UE5 editor or packaged build.910## When to Use This Skill1112- **UE5 editor control**: Spawn/move/delete actors, edit properties, manage levels13- **Blueprint automation**: Create, edit, compile Blueprints; Blueprint-to-C++ conversion14- **Material inspection**: Read material parameters, texture references, shader properties15- **PIE sessions**: Start/stop Play-In-Editor, capture gameplay screenshots16- **Performance profiling**: Frame time, draw calls, GPU/CPU stats17- **Asset management**: Browse, import, export, validate assets18- **StateTrees/Widgets**: Edit AI state trees, UMG widgets programmatically19- **CI/CD**: Automated builds, cook, package via CLI2021## When Not to Use2223- For game design at concept level (story, mechanics, GDD) — use `game-dev` (48 agents)24- For Godot or Unity — use `game-dev` which covers all three engines at design level25- For 3D modelling/rendering — use `blender`26- For AI-generated game art — use `comfyui` or `art`2728## Setup2930`soft-ue-cli` is not baked into this image (`mcp.json`: "not present in this31image"). Install it and run a UE5 Editor with the bridge plugin host-side —32the MCP server in this container can only reach that external editor once it33is up.3435```bash36# Install37pip install "soft-ue-cli[mcp]"3839# Install UE plugin into your project40soft-ue-cli setup /path/to/YourProject4142# MCP server mode (for Claude)43soft-ue-cli mcp-serve4445# CLI mode (for scripts/CI)46soft-ue-cli spawn-actor --class StaticMeshActor --location 100,200,5047```4849## MCP Tools (60+)5051### Actors52`spawn-actor`, `delete-actor`, `move-actor`, `get-actor`, `list-actors`, `set-property`, `get-property`5354### Blueprints55`create-blueprint`, `edit-blueprint`, `compile-blueprint`, `add-node`, `connect-pins`, `blueprint-to-cpp`5657### Materials58`get-material`, `list-materials`, `inspect-material`, `set-material-param`5960### PIE (Play-In-Editor)61`pie-start`, `pie-stop`, `pie-screenshot`, `pie-status`6263### Assets64`list-assets`, `import-asset`, `export-asset`, `validate-assets`6566### Profiling67`profile-start`, `profile-stop`, `frame-stats`, `draw-call-stats`6869### StateTrees & Widgets70`edit-statetree`, `list-widgets`, `modify-widget`7172## Environment Variables7374| Variable | Default | Description |75|----------|---------|-------------|76| `SOFT_UE_BRIDGE` | | Set to enable conditional compilation of the bridge plugin |77| `SOFT_UE_HOST` | `127.0.0.1` | UE5 editor HTTP bridge host |78| `SOFT_UE_PORT` | `8080` | UE5 editor HTTP bridge port |7980## Architecture8182```83┌──────────────┐ ┌──────────────────┐ ┌──────────────────┐84│ Claude Code │────>│ soft-ue-cli │────>│ UE5 Editor │85│ (MCP client) │ │ MCP Server │ │ HTTP Bridge │86│ │ │ or CLI │ │ Plugin │87│ │ │ (Python/httpx) │ │ (C++ conditional│88│ │ │ │ │ compilation) │89└──────────────┘ └──────────────────┘ └──────────────────┘90```9192## Integration with Other Skills9394| Skill | Relationship |95|-------|-------------|96| `game-dev` | Design-level game dev (GDD, mechanics, art direction); unreal-engine for direct editor control |97| `blender` | Create 3D assets in Blender, import into UE5 via unreal-engine asset tools |98| `clipcannon` | Capture UE5 gameplay footage, edit with ClipCannon for trailers/reels |99| `art` | Generate textures/UI art via Nano Banana 2, import into UE5 |100| `comfyui` | AI-generate textures/sprites via Stable Diffusion for UE5 materials |101102## Attribution103104soft-ue-cli by softdaddy-o. MIT License.