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UnrealAI Documentation

UnrealAI is the most comprehensive AI copilot plugin for Unreal Engine 5.6. It enables you to generate C++ classes, Blueprints, UMG Widgets, Materials, Textures, 3D Meshes, Audio, Behavior Trees, and Animation Blueprints using natural language prompts — and build entire scenes, spawn interactive objects, create AI characters, set up cinematics, and configure atmosphere, all from chat.

The plugin supports 9 AI providers (Claude, OpenAI, Gemini, Ollama, GLM, Claude Code, Codex, Gemini CLI, OpenClaw), provides 100+ MCP tools for deep editor integration, and works both as a standalone editor panel and as an MCP server that external AI tools can connect to.

Key Features

Installation

From Fab Marketplace

  1. Purchase UnrealAI from the Fab Marketplace
  2. In the Epic Games Launcher, go to your Library
  3. Find UnrealAI and click "Install to Engine" or "Add to Project"
  4. Open your UE5.6 project
  5. Go to Edit → Plugins, search for "UnrealAI", and enable it
  6. Restart the editor when prompted

Manual Installation

  1. Download the plugin ZIP file
  2. Extract it to your project's Plugins/ folder
  3. Your folder structure should look like: YourProject/Plugins/UnrealAI/UnrealAI.uplugin
  4. Open your project in Unreal Engine 5.6
  5. The plugin will be detected and compiled automatically
Requirements

UnrealAI requires Unreal Engine 5.6 on Windows. macOS and Linux support is planned for a future release.

Quick Start

Get up and running in under 5 minutes:

1. Open the UnrealAI Panel

After enabling the plugin, find the UnrealAI button in the editor toolbar, or go to Window → UnrealAI.

2. Configure a Provider

Click the Settings icon and navigate to the Providers tab. Enter an API key for at least one provider:

Tip

Your API keys are encrypted with Windows DPAPI and stored locally. They never leave your machine except when making API calls to your chosen provider.

3. Start Chatting

Go to the Chat workspace and type a natural language prompt:

"Create a Blueprint for an actor that rotates continuously and bobs up and down using a sine wave"

The AI will use the available tools to create the Blueprint directly in your project.

4. Use Specialized Workspaces

For specific content types, use the dedicated workspaces in the sidebar: Blueprints, Materials, Textures, 3D, Audio, Behavior Trees, Animations, and Widgets. These provide tailored UIs with more options for each generator.

Configuration

The Settings panel has 5 tabs:

General

Providers

Configure API keys and select models for each provider. You can switch providers at any time.

Generation

Connections

MCP server settings, external tool configuration.

Advanced

Debug options, logging level, retry settings.

AI Providers Overview

UnrealAI supports 9 AI providers. Each provider implements the same interface, so you can switch between them without changing your workflow.

Provider API Key Required Local/Cloud Tool Calling
Claude (Anthropic) Yes Cloud Yes
OpenAI Yes Cloud Yes
Gemini (Google) Yes Cloud Yes
Ollama No Local Yes
GLM (Z.AI) Yes Cloud Yes
Claude Code CLI No (CLI subscription) Cloud Yes (external agent)
Codex CLI No (ChatGPT subscription) Cloud Yes (external agent)
Gemini CLI No (Google account) Cloud Yes (external agent)
OpenClaw Optional token Local gateway Yes (external agent)

Claude (Anthropic)

Anthropic's Claude models are excellent for code generation and complex reasoning tasks.

Setup

  1. Create an account at console.anthropic.com
  2. Generate an API key under Settings → API Keys
  3. In UnrealAI Settings → Providers, paste your key in the Claude field

Available Models

OpenAI

GPT models with strong function calling support.

Setup

  1. Create an account at platform.openai.com
  2. Generate an API key
  3. In UnrealAI Settings → Providers, paste your key in the OpenAI field

Available Models

Gemini (Google)

Google's multimodal AI with strong code generation capabilities.

Setup

  1. Go to Google AI Studio
  2. Generate an API key
  3. In UnrealAI Settings → Providers, paste your key in the Gemini field

Available Models

Ollama (Local)

Run AI models completely offline on your own hardware. No API key needed, no data leaves your machine.

Setup

  1. Install Ollama from ollama.com
  2. Pull a model: ollama pull llama3
  3. Ollama runs a local server at localhost:11434
  4. In UnrealAI Settings, select Ollama as your provider — it will auto-detect available models

Recommended Models

Hardware Requirements

Local models require significant GPU VRAM. For best results, use a GPU with 8GB+ VRAM for 7B parameter models, or 16GB+ for larger models.

GLM (Z.AI)

Access 15 GLM models through Z.AI's Anthropic-compatible proxy. Includes vision models and specialized variants.

Setup

  1. Create an account at open.bigmodel.cn
  2. Generate an API key
  3. In UnrealAI Settings → Providers, paste your key in the GLM field

Available Models

GLM Services

The GLM provider includes additional services beyond chat:

Claude Code CLI

Use your Claude Code CLI subscription directly — no separate API key needed. Claude Code runs its own agentic loop with full tool access.

Setup

  1. Install Claude Code CLI: npm install -g @anthropic-ai/claude-code
  2. Authenticate: claude login
  3. In UnrealAI Settings, select "Claude Code" as your provider

How It Works

When you send a message with Claude Code selected:

First-Time Setup

On first use, UnrealAI automatically creates the environment files Claude Code needs:

Note

Claude Code provider requires an active Claude Code CLI subscription. It does not use an API key.

Codex CLI

Use your ChatGPT subscription directly with OpenAI's Codex CLI agent. No API key required — it uses your existing ChatGPT plan.

Setup

  1. Install Codex CLI: npm install -g @openai/codex
  2. Authenticate with your OpenAI/ChatGPT account
  3. In UnrealAI Settings, select "Codex" as your provider

How It Works

Codex CLI runs its own agentic loop with full access to all MCP tools. When you send a message:

Available Models

Gemini CLI

Use Google's Gemini CLI with your Google account. No API key required — it works with your existing Google login.

Setup

  1. Install Gemini CLI: npm install -g @anthropic-ai/gemini-cli
  2. Authenticate with your Google account
  3. In UnrealAI Settings, select "Gemini CLI" as your provider

How It Works

Gemini CLI runs its own agentic loop with MCP tool access. On first use, UnrealAI creates the necessary configuration files so Gemini CLI knows how to connect to the editor.

Available Models

OpenClaw

OpenClaw is a local AI gateway framework that routes your requests through configurable agents. It runs on your machine and provides an OpenAI-compatible API that UnrealAI connects to.

Setup

  1. Install OpenClaw from github.com/nicepkg/openclaw
  2. Start the OpenClaw server (default: localhost:18789)
  3. In UnrealAI Settings, select "OpenClaw" as your provider
  4. Optionally set an auth token if your OpenClaw instance requires one

Features

Agent Routing

Select specific OpenClaw agents by choosing model names like agent:main or openclaw:main. Or use "Auto" to let OpenClaw decide which agent to use.

Chat Workspace

The Chat workspace is the primary interface for interacting with AI. It supports streaming responses, tool call visualization, and multi-session management.

Sending Messages

Type your prompt in the input field and press Enter or click Send. The AI will process your request and may use tools to interact with your project.

Tool Call Cards

When the AI uses tools (like creating a Blueprint or spawning an actor), you'll see tool call cards in the chat showing what actions were taken and their results.

@ Mentions

Type @ in the chat input to search for any asset in your project (Blueprints, Materials, Textures, Meshes, etc.). When you mention an asset, its full details are automatically included as context in your message, so the AI knows exactly what you're referring to.

Provider Switching

Switch providers mid-conversation using the dropdown in the chat header. Your conversation history is preserved when switching.

Tool Calling & Agentic Loop

UnrealAI uses tool calling to let the AI interact directly with the Unreal Editor. When you ask the AI to create something, it doesn't just generate text — it actually creates the content in your project.

How It Works

  1. You send a message (e.g., "Create a rotating cube Blueprint")
  2. The AI decides which tools to use and calls them
  3. Tools execute in the editor (create files, spawn actors, modify Blueprints)
  4. Results are sent back to the AI
  5. The AI can make additional tool calls based on results (agentic loop)
  6. Final response summarizes what was created

Retry Logic

If a tool call fails (e.g., network timeout), UnrealAI automatically retries with exponential backoff:

Sessions & History

UnrealAI supports multiple concurrent chat sessions and saves your history.

C++ Code Generator

Generate complete C++ header (.h) and implementation (.cpp) files with proper Unreal Engine macros.

What It Generates

Example Prompt

"Create a C++ Actor class that spawns particles on overlap and applies damage to the overlapping actor"

Features

Blueprint Generator

Create full Blueprint assets from natural language descriptions. The most powerful generator in UnrealAI.

Three Generation Modes

  1. AI Generate — Describe what you want in plain English. The AI creates the entire Blueprint.
  2. Definition — Use a structured definition format for precise control over variables, functions, and logic.
  3. Raw Text — Paste a raw Blueprint text format for direct node-level creation.

Supported Parent Classes

ActorPawnCharacter
PlayerControllerGameModeBaseGameStateBase
ActorComponentSceneComponentHUD

Blueprint Logic

The AI can create complex Blueprint logic including:

Example Prompts

"Create an actor that follows the player, speeds up when far away, and stops when close"

"Make a pickup item that rotates, bobs, and gives the player 10 health on overlap"

"Build a door Blueprint with timeline-based smooth opening animation triggered by player overlap"

Widget Generator (UMG)

Generate UMG Widget Blueprints for HUDs, menus, inventories, and any UI you need.

What It Creates

Example Prompts

"Create a main menu with Play, Settings, and Quit buttons centered on screen"

"Build an inventory grid widget with 24 slots, drag-and-drop support, and item tooltips"

"Make a health bar with gradient fill, numeric display, and damage flash animation"

Material Generator

Create PBR materials with proper node graphs. Supports all Unreal Engine shading models and blend modes.

Shading Models

Default LitUnlitSubsurface
Subsurface ProfileClear CoatTwo Sided Foliage
HairClothEye

Blend Modes

Opaque, Masked, Translucent, Additive, Modulate, Alpha Composite

Built-in Templates

12 templates for common materials: Basic Color, Metallic, Glass, Emissive, Brick, Wood, Fabric, Water, Ice, Hologram, Dissolve, Fresnel Glow.

Example Prompts

"Create a glowing holographic material with scanlines and fresnel edge effect"

"Make a PBR brick wall material with normal mapping and ambient occlusion"

"Build a dissolve material that burns away from the edges with an emissive border"

Texture Generator

Generate textures using multiple AI image generation providers.

Supported Providers

Provider Description Key Features
DALL-E (OpenAI) OpenAI's image generation High quality, fast generation
Stable Diffusion Open-source image generation Full parameter control, many models
Gemini Google's image generation Integrated with Google AI
NanoBanana Specialized texture generator Game texture focused

Stable Diffusion Parameters

When using Stable Diffusion, you have full control over: model selection, steps, CFG scale, sampler, seed, negative prompt, image size, and more.

Gallery

Generated textures are displayed in a gallery view where you can preview, import to your project, and manage generated assets.

3D Mesh Generator

Generate 3D models from text or images using Meshy and Tripo APIs.

Generation Modes

Example Prompts

"Generate a low-poly medieval sword with leather grip"

"Create a stylized treasure chest with gold trim"

"Make a sci-fi crate with glowing panel details"

Audio Generator

Generate voice, sound effects, and music directly in the editor.

Voice / TTS

Uses ElevenLabs for high-quality text-to-speech. Features:

Sound Effects

Generate game sound effects from text descriptions. Explosions, footsteps, ambient sounds, UI clicks, and more.

Music

Generate background music and game soundtracks from descriptions.

API Key Required

Audio generation requires an ElevenLabs API key. Set it up in Settings → Providers.

Behavior Tree Generator

Generate complete AI Behavior Trees with Blackboard setup for enemy AI, NPCs, and complex AI behaviors.

What It Creates

Example Prompts

"Create a patrol AI that walks between waypoints, chases the player when spotted, and returns to patrol after losing sight"

"Build an NPC behavior tree: idle animation, greet player on approach, give quest dialog, return to idle"

"Make a boss AI with phases: ranged attack at distance, melee when close, heal when low HP"

Animation Blueprint Generator

Create Animation Blueprints with state machines, blend spaces, and transitions.

What It Creates

Example Prompts

"Create an animation blueprint with Idle, Walk, Run, and Jump states with speed-based transitions"

"Build a character AnimBP: locomotion blend space with idle/walk/run, plus jump and fall states"

Scene Building

Build entire scenes from a single prompt. Instead of manually placing actors one by one, describe what you want and the AI assembles it for you.

How It Works

The build_scene tool lets you spawn multiple actors at once — primitives (cube, sphere, cylinder, cone, plane), lights, cameras, and existing meshes from your project. Each actor gets positioned, rotated, and scaled as specified.

Automatic Materials

Every primitive in a scene gets an auto-generated PBR material based on the color, metallic, and roughness values you provide. No need to create materials separately.

Using Project Assets

Use search_project_assets to find meshes already in your project (including Quixel Megascans), then reference them by path in your scene. This lets you build scenes with high-quality assets instead of just primitives.

Scene Management

Example Prompts

"Build a medieval courtyard with stone walls, wooden barrels, and torches"

"Create a sci-fi control room with glowing panels, chairs, and a central hologram table"

"Make a forest clearing with trees around the edges and a campfire in the center"

Interactive Actors

Create pre-built interactive objects with a single command. These are ready-to-use Blueprint templates that come with meshes, collision, and components already configured.

Available Templates

TemplateWhat It Creates
DoorA door with mesh, collision box, and timeline-ready setup for open/close animation
PickupA collectible item with mesh, collision sphere, rotating motion, and overlap detection
Light SwitchA wall switch with mesh, point light, and toggle interaction
ButtonA pressable button with mesh, collision, and event dispatching
Ambient SoundA sound emitter with audio component and spatial attenuation
RotatingA continuously rotating object (fans, gears, decorative elements)

Workflow

  1. Create the interactive actor from a template
  2. Optionally add custom Blueprint logic (the AI can wire it up for you)
  3. Place it in your scene using the scene builder or manually

Example Prompts

"Create an interactive door that opens when the player approaches"

"Make a health pickup that rotates and heals the player on overlap"

"Create a light switch that toggles a room light on and off"

AI Characters

Create AI-driven NPCs with full navigation and behavior. The AI sets up everything needed for characters that can move around your level autonomously.

What Gets Created

Workflow

  1. Create a Behavior Tree (use the BT generator or create manually)
  2. Use create_ai_character to create the Character + AI Controller
  3. Use spawn_nav_mesh_bounds to add navigation to your level
  4. Place the character in the level — it will start running its Behavior Tree

Customization

Use set_blueprint_default to tweak character properties like walk speed, AI controller class, or any other Blueprint default value.

Example Prompts

"Create an NPC that patrols between waypoints and chases the player when close"

"Build a guard character with patrol behavior and a 10-meter detection range"

"Set up an AI character ecosystem: 3 different NPC types with unique behaviors"

Cinematics & Cameras

Create cinematic sequences and camera setups for cutscenes, trailers, and in-game cameras.

Level Sequences

Use Level Sequences to animate actors, cameras, and properties over time:

Cinematic Cameras

Spawn professional-grade cameras with full control over:

Example Prompts

"Create a cinematic flythrough camera that orbits around the castle"

"Set up a cutscene: camera starts wide, zooms into the character's face over 3 seconds"

"Spawn a cinematic camera with shallow depth of field for close-up shots"

Atmosphere & VFX

Set up the mood and visual atmosphere of your scenes with fog, post-processing, lighting, and Niagara particle effects.

Atmosphere Elements

ElementWhat It Does
FogExponential height fog with density, falloff, color, and start distance
Post Process VolumeColor grading, bloom, exposure, and visual effects
Directional LightSun/moon light with intensity, color, and shadow control
Sky LightAmbient lighting that fills shadows with color

Post-Processing Effects

Fine-tune the visual look of your scene with 16+ adjustable settings:

Niagara VFX

Spawn particle systems from your project's Niagara assets. Adjust parameters like color, size, and spawn rate in real time.

Spatial Audio

Place ambient sound emitters in your scene with spatial audio, distance attenuation, volume, and pitch control. Perfect for environmental sounds like wind, water, fire, and machinery.

Example Prompts

"Add thick fog to the graveyard scene with a blue-gray tint"

"Set up cinematic post-processing: high bloom, slight vignette, warm color grading"

"Create a rainy atmosphere: dark sky light, volumetric fog, and rain particle effects"

"Add ambient fire sounds near the torches with 500cm attenuation radius"

Gameplay Setup

Configure your level's gameplay settings to turn a scene into a playable prototype.

World Settings

Use set_world_settings to configure:

Making a Playable Prototype

The recommended workflow for creating a playable level:

  1. Create a GameMode Blueprint (sets rules for your game)
  2. Set the default pawn class (what the player controls)
  3. Apply the GameMode to your level with set_world_settings
  4. Hit Play!

Material Assignment

Apply any material to actors already in your scene using assign_material. Specify which mesh slot to apply it to, or apply to all slots at once. Works with both static meshes and skeletal meshes.

Example Prompts

"Set up this level as a playable prototype with third-person controls"

"Change gravity to zero-G for a space station level"

"Apply the brick material to all the wall actors in the scene"

"Set time dilation to 0.3 for a slow-motion effect"

Asset Discovery

Find and use assets that are already in your project. Perfect for discovering Quixel Megascans, marketplace assets, or anything you've imported.

Searching Assets

Use search_project_assets to search by keyword across all asset types:

Fab Marketplace

If you need assets that aren't in your project, use open_fab_browser to open the Fab marketplace directly in your browser. Download free high-quality assets and they'll be available for scene building immediately.

Example Prompts

"Search for rock meshes in my project"

"Find all tree assets from Megascans"

"Open the Fab marketplace so I can download some furniture assets"

Procedural Mesh Creation

Create meshes from code using UE5's built-in GeometryScript API. Build shapes, boolean-cut holes, merge pieces, and save as StaticMesh assets — all from natural language.

"Create a box with a cylindrical hole cut through the center"

"Make a torus mesh and hollow it out with 5mm wall thickness"

Tools

ToolDescription
create_mesh_primitiveCreate box, sphere, cylinder, cone, torus, capsule, disc, or stairs as a StaticMesh asset
mesh_booleanUnion, subtract, or intersect two meshes. Use subtract to cut holes, windows, doorways
mesh_combineMerge multiple meshes into a single StaticMesh asset

Mesh Operations

Modify, optimize, and repair meshes with professional modeling tools.

ToolDescription
mesh_simplifyReduce triangle count for optimization
mesh_subdivideIncrease mesh detail with tessellation
mesh_smoothSmooth rough/jagged surfaces
mesh_generate_uvsAuto-generate UV coordinates for texturing
mesh_recompute_normalsFix lighting with smooth/faceted/split normals
mesh_fill_holesRepair meshes with missing faces
mesh_deformBend, twist, flare, or add noise
mesh_hollowMake solid meshes hollow (vases, bowls)
mesh_plane_cutCut mesh along a plane
mesh_mirrorMirror mesh along X/Y/Z axis
mesh_extrudeExtrude mesh faces in a direction
mesh_get_infoQuery vertex count, triangles, bounds, volume

Landscape & Terrain

Create and sculpt terrain landscapes programmatically.

ToolDescription
create_landscapeCreate a flat landscape terrain actor
sculpt_landscapeRaise, lower, smooth, or flatten terrain
paint_landscape_layerPaint material layers on landscape

Foliage Scattering

Scatter trees, grass, rocks, and other instances efficiently over terrain.

ToolDescription
spawn_foliageScatter instanced foliage in an area with random scale/rotation
clear_foliageRemove foliage instances by type or area

Fracture & Destruction

Convert meshes into destructible Geometry Collections for Chaos physics.

ToolDescription
fracture_meshConvert StaticMesh to destructible Geometry Collection

MCP Server

UnrealAI runs a Model Context Protocol (MCP) server inside the Unreal Editor on localhost:9090. This allows external AI tools to connect and interact with your project.

What Is MCP?

MCP (Model Context Protocol) is an open standard that lets AI tools communicate with external systems. UnrealAI implements the 2025-03-26 spec with Streamable HTTP transport.

Connection Methods

  1. Direct HTTP — Any tool can POST JSON-RPC to http://localhost:9090
  2. Claude Code CLI — Connects via .mcp.json configuration
  3. Claude Desktop — Connects via the Python bridge script
  4. Cursor / Windsurf — MCP-compatible editors can connect directly
  5. Custom Agents — Build your own tools that talk to the server

Protocol

The server accepts JSON-RPC 2.0 requests over HTTP:

POST http://localhost:9090
Content-Type: application/json

{
  "jsonrpc": "2.0",
  "id": 1,
  "method": "tools/call",
  "params": {
    "name": "create_blueprint",
    "arguments": {
      "name": "BP_MyActor",
      "parent_class": "Actor"
    }
  }
}

MCP Tools Reference

UnrealAI provides 100+ tools organized by category:

File Tools

ToolDescription
read_fileRead file contents
write_fileWrite/create files
list_filesList directory contents
delete_fileDelete a file

Blueprint Tools

ToolDescription
create_blueprintCreate a new Blueprint asset
list_blueprintsList all Blueprints in project
compile_blueprintCompile a Blueprint
generate_blueprint_from_definitionGenerate from structured definition
generate_blueprint_from_raw_textGenerate from raw text format
add_logic_nodeAdd a logic node to a Blueprint
connect_blueprint_pinsConnect pins between nodes
add_blueprint_variableAdd a variable with optional default
search_blueprint_actionsSearch for Blueprint functions/macros
get_available_actionsContext-aware action palette
get_pin_compatible_actionsFind nodes with compatible pins

Widget Tools

ToolDescription
create_widgetCreate a Widget Blueprint
generate_widget_from_definitionGenerate from definition
add_widget_elementAdd UI element to widget
set_widget_parent_classSet widget parent class

Material Tools

ToolDescription
create_materialCreate a new Material
create_material_instanceCreate a Material Instance
generate_material_from_definitionGenerate from definition
assign_materialApply a material to an actor's mesh in the level

Texture Tools

ToolDescription
generate_textureGenerate texture via AI
import_texture_from_urlImport texture from URL
import_texture_from_base64Import from base64 data

3D Mesh Tools

ToolDescription
generate_meshGenerate 3D mesh from text/image
get_mesh_statusCheck async mesh generation status
import_mesh_from_urlImport mesh from URL
spawn_meshSpawn mesh in level

Audio Tools

ToolDescription
generate_voiceGenerate voice/TTS audio
generate_sfxGenerate sound effects
generate_musicGenerate music
spawn_ambient_soundPlace spatial audio emitter in the level

Actor Tools

ToolDescription
spawn_actorSpawn an actor in the level
get_selected_actorsGet currently selected actors
delete_actorDelete an actor
set_actor_transformSet actor position/rotation/scale

Editor Tools

ToolDescription
editor_get_contextGet current editor state
get_selectionGet current selection
open_blueprintOpen Blueprint in editor
capture_asset_thumbnailCapture asset thumbnail as image

Project Tools

ToolDescription
get_project_infoGet project information
list_classesList project C++ classes
run_console_commandExecute a console command

Asset Reader Tools

ToolDescription
read_assetRead detailed asset information
read_asset_referencesGet asset dependency graph
list_assets_by_typeList all assets of a given type

AI System Tools

ToolDescription
generate_behavior_treeGenerate complete BT + Blackboard
generate_animation_blueprintGenerate AnimBP with state machines
create_ai_characterCreate Character + AI Controller with auto-wired Behavior Tree
spawn_nav_mesh_boundsSpawn navigation mesh and rebuild pathfinding
set_blueprint_defaultSet Blueprint default properties (walk speed, AI controller, etc.)

Scene Builder Tools

ToolDescription
build_sceneBatch spawn entire scenes (primitives, lights, meshes with auto PBR materials)
delete_sceneDelete all actors from a previously built scene
create_interactive_actorCreate interactive Blueprint from template (door, pickup, switch, button, etc.)

Cinematics Tools

ToolDescription
create_level_sequenceCreate a Level Sequence for animation/cutscenes
add_sequence_bindingBind an actor to a sequence
add_sequence_trackAdd transform or float track to a binding
add_sequence_keyframeAdd keyframes to tracks (location, rotation, scale at time)
spawn_cine_cameraSpawn cinematic camera with focal length, aperture, sensor size

Atmosphere & VFX Tools

ToolDescription
spawn_atmosphereSpawn fog, post-process volumes, directional lights, sky lights
set_post_processConfigure bloom, exposure, color grading, vignette, DOF, and more
spawn_niagara_systemSpawn Niagara particle system in the level
set_niagara_parameterAdjust Niagara VFX parameters

Gameplay Tools

ToolDescription
set_world_settingsSet GameMode, gravity, time dilation, kill-Z on current level

Asset Discovery Tools

ToolDescription
search_project_assetsSearch project assets by keyword (meshes, materials, sounds, etc.)
open_fab_browserOpen Fab marketplace to download free assets

Geometry Modeling Tools

ToolDescription
create_mesh_primitiveCreate box, sphere, cylinder, cone, torus, capsule, disc, or stairs as a StaticMesh asset
mesh_booleanUnion, subtract, or intersect two meshes
mesh_combineMerge multiple meshes into a single StaticMesh asset
mesh_simplifyReduce triangle count for optimization
mesh_subdivideIncrease mesh detail with tessellation
mesh_smoothSmooth rough/jagged surfaces
mesh_generate_uvsAuto-generate UV coordinates for texturing
mesh_recompute_normalsFix lighting with smooth/faceted/split normals
mesh_fill_holesRepair meshes with missing faces
mesh_deformBend, twist, flare, or add noise
mesh_hollowMake solid meshes hollow (vases, bowls)
mesh_plane_cutCut mesh along a plane
mesh_mirrorMirror mesh along X/Y/Z axis
mesh_extrudeExtrude mesh faces in a direction
mesh_get_infoQuery vertex count, triangles, bounds, volume

Landscape Tools

ToolDescription
create_landscapeCreate a flat landscape terrain actor
sculpt_landscapeRaise, lower, smooth, or flatten terrain
paint_landscape_layerPaint material layers on landscape

Foliage Tools

ToolDescription
spawn_foliageScatter instanced foliage in an area with random scale/rotation
clear_foliageRemove foliage instances by type or area

Fracture Tools

ToolDescription
fracture_meshConvert StaticMesh to destructible Geometry Collection for Chaos physics

GLM Service Tools

ToolDescription
glm_web_searchSearch the web via GLM
glm_read_webpageRead webpage content
glm_ocrExtract text from images
glm_generate_imageGenerate images via GLM
glm_generate_videoGenerate videos via GLM
glm_get_video_statusCheck video generation status
glm_transcribe_audioTranscribe audio to text
glm_upload_fileUpload file for GLM processing

Claude Code CLI Integration

Use Claude Code from your terminal to interact with Unreal Engine through the MCP server.

Setup

  1. Make sure UnrealAI plugin is running (MCP server on port 9090)
  2. In your project root, UnrealAI creates .mcp.json automatically
  3. Open a terminal in your project directory
  4. Run claude to start Claude Code
  5. Claude Code will detect the MCP server and connect

Slash Commands

9 pre-configured slash commands are available:

CommandDescription
/ue-contextGet current editor state (open files, selected actors)
/ue-create-bpCreate a Blueprint from description
/ue-create-materialCreate a Material from description
/ue-create-widgetCreate a UMG Widget
/ue-create-aiCreate a Behavior Tree for AI
/ue-analyzeAnalyze project structure
/ue-spawnSpawn actors in the level
/ue-sceneBuild a complete scene
/ue-fixDiagnose and fix Blueprint/C++ issues

Claude Desktop Integration

Connect Claude Desktop to Unreal Editor using the Python bridge script.

Setup

  1. Make sure Python is installed
  2. Open Claude Desktop's configuration file
  3. Add the MCP server configuration pointing to Plugins/UnrealAI/Content/Python/mcp_server.py
  4. Restart Claude Desktop
  5. The MCP tools will appear in Claude Desktop's tool list
How It Works

The Python bridge acts as a stdio-to-HTTP translator. Claude Desktop communicates with the bridge via stdio, and the bridge forwards requests to the UnrealAI MCP server on localhost:9090.

Settings Reference

General

SettingDefaultDescription
Auto-Save SessionsEnabledAutomatically save chat sessions
Default Save PathProject/SavedWhere generated content is saved

Generation

SettingDefaultDescription
Temperature0.7AI randomness (0.0-1.0)
Max Output Tokens4096Maximum response length

Connection

SettingDefaultDescription
MCP Server Port9090Port for the MCP server
MCP Auto-StartEnabledStart MCP server with editor

Advanced

SettingDefaultDescription
Max HTTP Retries3Maximum retry attempts for failed requests
Debug LoggingDisabledEnable verbose logging for troubleshooting

Security

UnrealAI takes security seriously. Your credentials and project data are protected.

Credential Encryption

All API keys are encrypted using Windows DPAPI (Data Protection API). This means:

Path Validation

All file operations go through path validation to prevent directory traversal attacks. The MCP server only allows access to files within your project directory.

Parameter Sanitization

All tool parameters are validated and sanitized before execution. JSON input is checked for proper types, bounds, and malicious content.

MCP Server

The MCP server only listens on localhost. It is not accessible from other machines on your network by default.

Troubleshooting

"API key not working"

"MCP server not connecting"

"Blueprint generation failed"

"Claude Code not connecting"

"DLL locked / can't rebuild"

FAQ

What Unreal Engine versions are supported?

UnrealAI requires Unreal Engine 5.6. Support for older versions may be considered in the future.

Do I need my own API keys?

Yes, you need API keys from the cloud AI providers you want to use. However, several providers work without an API key: Ollama runs locally, Claude Code and Codex use your CLI subscriptions, Gemini CLI uses your Google account, and OpenClaw runs as a local gateway. UnrealAI does not include API credits.

Is my code/project data sent to AI providers?

When you use the chat or generators, your prompts and relevant project context are sent to your chosen AI provider. If you're concerned about data privacy, use Ollama for fully local processing.

Can I use multiple providers at the same time?

You can configure all providers but use one at a time per chat session. You can switch providers between messages.

Does UnrealAI work with C++ projects?

Yes. UnrealAI works with both Blueprint-only and C++ projects. The C++ generator creates properly structured source files.

Is the source code included?

Yes. UnrealAI is distributed as a source code plugin, so you have full access to the implementation.

Can the AI build entire scenes, not just individual assets?

Yes! UnrealAI can build complete scenes with multiple actors, lights, materials, interactive objects, AI characters, cameras, atmosphere, and post-processing — all from a single prompt or a series of chat messages.

Can I use the CLI providers (Claude Code, Codex, Gemini CLI) from the terminal too?

Yes. These CLI providers work both inside the UnrealAI chat panel and from your terminal. When used from the terminal, they connect to the MCP server running inside the editor, giving you the same 100+ tools.

Will I get updates?

Yes. Your purchase includes lifetime updates. New features, providers, and generators will be added over time.