unreal-vfx Plugin
Connects Claude Code to Unreal Engine 5.8 via MCP. Enables Blueprint creation, PCG automation, actor operations, Sequencer workflows, and Python scripting - all from Claude Code.
Before You Install - What Kind of UE Project Do You Need?
The MCP connection works with any running UE 5.8 Editor instance with the plugin enabled. The question is what kind of project to run it against. This depends on your role:
Artist
You need: A Blueprint-only UE project (your regular production project works fine)
What Claude can do for you:
- Answer questions about UE features, nodes, and workflows
- Help you understand Blueprints and explain what they do
- Do research ("how do I set up a camera rig in Sequencer?")
- Help you place and configure actors in your level
- Set up Sequencer tracks and keyframes
- Create simple Blueprints and PCG graphs on request
What you don't need: C++ compiler, Visual Studio, or a separate sandbox project.
Recommended setup:
- Run the plugin on your existing production project
- Or create a dedicated "sandbox" Blueprint project just for experimenting with Claude
Technical Director / TD
You need: A dedicated Blueprint-only sandbox project (separate from production)
What Claude can do for you:
- Build and test Blueprint tools, PCG graphs, and automation scripts
- Help design and prototype pipeline workflows
- Create Python scripts for batch operations
- Test tools before migrating them to the production project
Why a sandbox: You want to experiment without risk to production assets. A dedicated test project gives you a clean slate. You can migrate working tools to production via standard UE content migration (right-click > Migrate in Content Browser).
You might also consider a C++ project (see below) if you plan to build custom C++ tools, extend the engine, or create compiled plugins.
Developer / Pipeline Engineer
You need: A C++ UE 5.8 install as your primary sandbox
What this gives you:
- Full engine access - extend anything
- Compile custom C++ plugins and distribute them as
.upluginpackages - Build tools in C++ and expose them to Blueprints for artists
- Use the C++ project as a development environment, then migrate compiled output to artist BP projects
The workflow:
C++ UE project (your sandbox)
Claude Code + MCP
-> develop + test in C++ sandbox
-> compile / package
-> migrate to artist BP projects (no C++ required on their end)
What you need installed:
- Visual Studio 2022 (Community or higher) with "Game development with C++" workload
- UE 5.8 source build or the standard UE 5.8 install (either works - C++ game projects don't require a source build)
How the MCP Connection Works
Claude Code
-> HTTP (http://127.0.0.1:8000/mcp)
-> ModelContextProtocol plugin (native, runs inside the UE 5.8 Editor)
-> UE Python API / VibeUE toolset services
The MCP server runs INSIDE the editor - it serves whatever UE project is currently open. Switch projects by reopening UE; the connection follows. No external server process is needed.
Prerequisites
- Unreal Engine 5.8 (any project type - see above)
uvPython package manager (installed by vfx-base)- The
unreal-mcp-mainPython server (see install notes below)
Installation
install.bat
The installer will:
- Auto-detect the MCP Python server location
- Install Python dependencies via
uv - Register the
unreal-mcpMCP server with Claude Code
If the server can't be auto-detected, you'll be prompted for the path to the unreal-mcp-main\Python directory.
Getting the MCP server: The
unreal-mcp-mainrepository contains both the UE plugin and the Python MCP server. If you don't have it, clone it from the team repo or ask your pipeline lead.
After Installation
- Open UE 5.8 with your project
- Enable the ModelContextProtocol plugin: Edit > Plugins > search "Model Context Protocol" > Enable > Restart (recommended: also install VibeUE from the Fab marketplace)
- Set auto-start in Config/DefaultEditorPerProjectUser.ini: bAutoStartServer=True, Port=8000, URLPath=/mcp (see connectors/unreal/register.ps1 header)
- Open Claude Code and run
/mcp-ue58-mcpshould show as connected - Test: ask Claude "List all actors in the current level"
Migrating Tools to Artist Projects
When you've built and tested something in your sandbox:
Blueprints: Right-click in Content Browser > Migrate > select the destination project
Python scripts: Copy to the artist project's Content/Python/ folder or share via your studio's script distribution system
C++ plugins: Package as .uplugin - artists enable it via Edit > Plugins, no C++ install needed on their end
Skills Included
| Skill | What it does |
|---|---|
unreal-blueprint-automation | Create and configure Blueprints |
unreal-actor-operations | Spawn, move, and query actors |
unreal-pcg-automation | Build PCG graphs for procedural content |
unreal-sequencer-automation | Level sequences, camera cuts, Sequencer tracks |
unreal-python-scripting | Python API patterns and automation |
unreal-vfx-automation | Foreground plates, image sequences, multi-shot VFX |
unreal-mcp-development | Extend the MCP server itself (developers only) |
Agents Included
| Agent | What it does |
|---|---|
unreal-blueprint-specialist | Deep Blueprint expertise, compilation, debugging |
unreal-pcg-specialist | PCG graph construction and optimization |