UnrealEngine Bridge
A comprehensive bridge connecting AI agents to Unreal Engine 5.7 through 39 MCP tools for scene manipulation, asset management, and blueprint control. It enables real-time perception and editor automation using the Remote Control API and file-based protocols.
README
UnrealEngine Bridge
An agentic AI bridge connecting Claude Code to Unreal Engine 5.7. Claude can perceive, reason about, and manipulate UE5 scenes through MCP tools, a file-based bridge protocol, and the Remote Control API.
Forked from TranslatorsGame/ue-bridge. This version focuses on expanding agentic capabilities.
What's Included
| Component | Description |
|---|---|
| UEBridge plugin | Drop-in UE5 plugin with Runtime + Editor modules |
| ViewportPerception plugin | Viewport capture with metadata for AI perception |
| MCP server | 11 tool modules (39 tools) for Claude Code integration |
| Bridge orchestrator | Python game flow with USD-native file I/O |
| Behavioral tracking | Response time, hesitation, burnout detection |
Quick Start
1. UE5 Setup
- Open
UnrealEngine_Bridge.uprojectin UE 5.7 - Go to Edit > Plugins, search "UE Bridge", enable it
- Restart the editor
- Verify Remote Control is active on
localhost:30010
2. Python Setup
pip install -e ".[dev]"
python bridge_orchestrator.py
3. MCP Integration
Add to your Claude Code MCP config:
{
"mcpServers": {
"ue-bridge": {
"command": "python",
"args": ["-m", "ue_mcp.mcp_server"],
"cwd": "C:/Users/User/UnrealEngine_Bridge"
}
}
}
MCP Tools (39)
Actors (6)
| Tool | Purpose |
|---|---|
ue_spawn_actor |
Create actors in the level |
ue_delete_actor |
Remove actors |
ue_list_actors |
Query all actors |
ue_set_transform |
Position/rotate/scale actors |
ue_duplicate_actor |
Duplicate an actor with offset |
ue_get_actor_bounds |
Get axis-aligned bounding box |
Scene Understanding (4)
| Tool | Purpose |
|---|---|
ue_get_actor_details |
Full actor info: class, transform, components, tags, parent |
ue_query_scene |
Filtered queries with class, tag, name, and spatial search |
ue_get_component_details |
Deep component inspection (mesh, materials, lights) |
ue_get_actor_hierarchy |
Parent-child attachment tree (max depth 10) |
Materials (4)
| Tool | Purpose |
|---|---|
ue_create_material_instance |
Create MaterialInstanceConstant from parent |
ue_set_material_parameter |
Set scalar/vector/texture parameters |
ue_get_material_parameters |
List all exposed parameters with values |
ue_assign_material |
Apply material to actor mesh component |
Editor Utilities (5)
| Tool | Purpose |
|---|---|
ue_console_command |
Execute console commands (with safety blocklist) |
ue_undo / ue_redo |
Undo/redo editor actions |
ue_focus_actor |
Focus viewport on actor |
ue_select_actors |
Set editor selection by label |
Properties (2)
| Tool | Purpose |
|---|---|
ue_get_property |
Read UObject properties |
ue_set_property |
Write UObject properties |
Assets (3)
| Tool | Purpose |
|---|---|
ue_find_assets |
Search Content Browser |
ue_create_material |
Create material with wired BaseColor/Roughness/Metallic nodes |
ue_delete_asset |
Delete asset from Content Browser |
Level (4)
| Tool | Purpose |
|---|---|
ue_save_level |
Save current level |
ue_get_level_info |
Level name and actor count |
ue_load_level |
Load a level by content path |
ue_get_world_info |
Streaming levels, world settings, game mode |
Blueprints (7)
| Tool | Purpose |
|---|---|
ue_create_blueprint |
Create Blueprint asset |
ue_add_component |
Add component to live actor |
ue_set_component_property |
Set property on actor component |
ue_set_blueprint_defaults |
Set CDO default values |
ue_compile_blueprint |
Compile and save Blueprint |
ue_get_actor_components |
List components on actor |
ue_spawn_blueprint |
Spawn Blueprint instance |
Motion Graphics (3)
| Tool | Purpose |
|---|---|
ue_create_cloner |
ClonerEffector instancing |
ue_create_niagara_system |
Niagara particle system |
ue_create_pcg_graph |
PCG procedural volume |
Perception (1+)
| Tool | Purpose |
|---|---|
ue_viewport_percept |
Viewport screenshot + metadata |
Architecture
Claude Code (MCP client)
|
v
MCP Server (stdio) -- ue_mcp/mcp_server.py
|
v
HTTP (localhost:30010)
|
v
UE5 Remote Control API
|
v
UE5 Editor
File-Based Bridge
For game flow (questions/answers), a file-based protocol uses ~/.translators/:
bridge_state.usda-- USD VariantSets as state machinestate.json/answer.json-- JSON fallbackcognitive_profile.usda-- Generated profileheartbeat.json-- Liveness (5s interval)
The UUEBridgeSubsystem polls at 10Hz with adaptive backoff.
Project Structure
Plugins/
├── UEBridge/
│ └── Source/
│ ├── UEBridgeRuntime/ # Subsystem, types, UI widgets, style
│ └── UEBridgeEditor/ # File watching, process management
└── ViewportPerception/ # AI perception layer
Source/UnrealEngineBridge/ # Game module
├── BridgeComponent.* # Legacy BP relay
└── UI/ # Slate widgets
ue_mcp/ # MCP server
├── mcp_server.py # Entry point
├── remote_control_bridge.py # UE5 HTTP wrapper
└── tools/ # Tool modules (11, 39 tools)
bridge_orchestrator.py # Game flow orchestration
usd_bridge.py # USD I/O + profile generation
tests/ # pytest suite
License
Copyright 2026 Joseph Ibrahim. All rights reserved.
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