Read, understand, and work with Unreal Engine blueprint code from Claude Code
Build the project's C++ target then compile all blueprints
Compile UE blueprints and check for errors
Read and filter the UE editor/runtime log
Read and explain a specific UE blueprint
Scan a UE project and generate a blueprint inventory and context file
Specialized agent for deep Unreal Engine blueprint analysis. Use when the user needs comprehensive blueprint architecture review, cross-blueprint dependency analysis, understanding of complex interaction patterns between blueprints, or when multiple blueprints need to be analyzed together.
Run the maximum reasonable level of automated testing against an Unreal Engine project after a feature implementation, code change, or refactor. Use when a parent agent (or the user) has just finished writing code and wants comprehensive verification — build, compile, tests, runtime scenario, log triage — before declaring the change done. Trigger phrases include: "verify this change", "test this implementation", "full verification pass", "did my edit break anything", "make sure nothing's broken", "run all the tests after my change", "post-implementation check".
Compile and validate Unreal Engine blueprints (and the C++ they depend on). Use when the user wants to check for blueprint compilation errors, validate blueprint integrity, verify that changes compile correctly, or build the project. Trigger phrases include "compile blueprints", "build the project", "check for errors", "validate blueprints", "are there any compilation errors", "make sure this builds".
Read and understand Unreal Engine blueprint code. Use when the user asks about what a blueprint does, how blueprint logic flows, what events or functions a blueprint contains, wants to navigate blueprint graphs, or asks about any .uasset blueprint file in an Unreal Engine project. Trigger phrases include "read blueprint", "what does this blueprint do", "blueprint logic", "event graph", "blueprint variables", "blueprint functions".
Generate documentation and context files for Unreal Engine projects. Use when the user wants to create a project overview, blueprint inventory, class hierarchy documentation, or CLAUDE.md-style context for their UE project. Trigger phrases include "scan project", "generate context", "project overview", "blueprint inventory", "class hierarchy", "document this UE project".
Test Unreal Engine gameplay logic end-to-end. Run automation tests, boot maps headlessly with -game and DRIVE THE PLAYER (Enhanced Input injection, held buttons, sequenced inputs, log-reactive flows), and inspect what was logged. Use when the user wants to "test this", "run the tests", "verify this works in-game", "play this map and check what happens", "drive the player", "simulate a button hold", "test the fishing minigame", "see what was logged", "find errors in the log", or any workflow that observes UE behaviour at runtime rather than reading static asset data.
Admin access level
Server config contains admin-level keywords
Uses power tools
Uses Bash, Write, or Edit tools
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Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
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Claude Code plugin that reads, builds, tests, and observes Unreal Engine projects from the command line. Runs Python scripts and editor commandlets inside the UE editor headlessly via MCP, hands Claude back JSON/structured text it can reason about.
Tested against Unreal Engine 5.5+ (5.7 in dev).
Read / inspect
list-blueprints, read-blueprint, search-blueprints,
list-class-properties, read-asset, generate-context
Mutate / author
set-blueprint-property, set-blueprint-properties (asset properties),
edit-blueprint-graph (add/wire/delete K2 graph nodes), create-asset
(new Blueprint / Widget Blueprint), add-component (Components panel),
design-widget (UMG layout)
Build / compile
build-cpp (UnrealBuildTool), compile-blueprints (CompileAllBlueprints commandlet)
Run / test / observe
run-tests (Automation framework), run-scenario (headless map run — single
execCmds or scripted steps with Enhanced Input injection, held buttons,
log-reactive waits), read-logs (Saved/Logs/.log with
category/severity/regex filtering)
Scripted scenarios with injectAction/possess require the
ClaudeUnrealBridge editor plugin's
Runtime submodule installed in the project; without it the other step types
still work but input injection fails gracefully with a clear error.
/ue-scan, /ue-read, /ue-build, /ue-compile, /ue-test,
/ue-scenario, /ue-logs
blueprint-reader, blueprint-compiler, gameplay-tester,
context-generator
blueprint-architect — cross-blueprint analysis and architectural reviewfeature-verifier — runs the full build → compile → tests → scenario → log-triage pipeline after a feature change and reports a structured pass/fail verdict with evidence.uproject you want to inspectgit clone https://github.com/august-batista/claude-unreal-bridge ~/Developer/claude-unreal-bridge
cd ~/Developer/claude-unreal-bridge/mcp-server
npm install
npm run build
Then load as a Claude Code plugin:
claude --plugin-dir ~/Developer/claude-unreal-bridge
sandbox-project/ is a minimal Blueprints+C++ UE project for verifying
the tools end-to-end. Includes two fixture automation tests
(Sandbox.Sanity.AlwaysPasses, Sandbox.NegativeFixture.AlwaysFails)
that exercise both code paths in the test report parser. Generated
folders are gitignored.
ClaudeUnrealBridge.uplugin). Unlocks UBlueprint reflection data that UE's default Python bridge keeps protected, and re-exposes it as a UBlueprintFunctionLibrary the Python in this repo can call. Install into a UE project for richer Blueprint reading. This repo works without it via T3D export + parsing; the C++ plugin enables an authoritative reflection path.Changes often land in pairs across both repos. When extending Blueprint inspection, check whether a matching change is needed on the editor side.
npx claudepluginhub august-batista/claude-unreal-bridge --plugin claude-unrealLet Claude Code read, understand, and safely edit Unreal Engine .uasset files (Blueprints, DataTables, and more) via a stdlib-only metadata parser and UE's built-in Python scripting.
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