TutorialStefan VaskevichStefan Vaskevich

Claude Code + Unreal Engine 5: 2 Free MCP Plugins to Build Games with AI

Connect Claude Code to Unreal Engine 5 with two free MCP plugins (UnrealClaude + VibeUE) and build a playable endless runner. Full setup + honest verdict.

Can Claude Code actually drive Unreal Engine 5 - move objects, edit Blueprints, run the game, and look at the result? Yes. After a month of testing connectors and plugins (a lot of garbage, some of it expensive), the setup that genuinely works is two free, open-source plugins used together: UnrealClaude for viewport screenshots and moving actors, and VibeUE for Blueprint editing and Python. The only thing you pay for is Claude itself.

This is the full walkthrough: what each plugin does, how to install and connect them, and an honest stress test - I drop my AI-generated 3D assets into a project and ask Claude to build a playable endless runner from a third-person character, then judge how far it gets. Short version: it is a serious boost if you can describe the logic you want; vague prompts give vague results.

The setup in one line
Unreal Engine 5.7 + Claude Code opened in your UE project folder, plus two free plugins: UnrealClaude (screenshots + actor manipulation over MCP) and VibeUE (Blueprints + Python over MCP, free API key required). Both expose an MCP server; Claude does the rest.

Watch the full build

The whole setup and stress test, start to finish, on YouTube.

Claude Code on the left checking both MCP connections, Unreal Engine 5 editor on the right with the project scene
The whole setup on one screen: Claude Code talking to Unreal Engine 5 through two MCP plugins - UnrealClaude and VibeUE - with both connections confirmed.

1. The two free plugins that connect Claude Code to Unreal Engine

Almost every “AI for Unreal” plugin I tried either did not work or wanted money for the part that matters. These two are free, open-source, and cover different halves of the job - which is exactly why you run them together.

UnrealClaude - eyes and hands in the viewport

UnrealClaude is a plugin with 600+ GitHub stars that does the two things you most need: it can capture the viewport (so Claude can see what it just built) and it can move objects around the scene. It ships an MCP server with 20+ editor tools, targets Unreal Engine 5.7, and is MIT-licensed. That “take a screenshot and review yourself” loop is the single most useful thing in the whole setup.

The UnrealClaude GitHub page showing Unreal Engine 5.7, an MCP server with 20+ tools, and an MIT license
UnrealClaude: UE 5.7, an in-editor MCP server with 20+ tools, free and MIT-licensed. Its viewport-capture tool is what lets Claude self-review.

VibeUE - Blueprints and Python

VibeUE is also open-source, but it pairs with its own dashboard, so it needs a free API key. You do not have to pay unless you want to use their own in-editor agent - we only want the MCP tools, and those are extensive: edit Blueprints, run Python scripts in the editor, work with assets and materials, and more. This is the half that actually changes your project.

The VibeUE dashboard after login, showing the free API key to copy into the editor
VibeUE needs a free account key (browser login at vibeue.com). Skip the paid agent - you only need the MCP tools and Python access.

2. Install and connect the MCP plugins

Prerequisite: install and open both Unreal Engine 5.7 and Claude Code, and open Claude Code in the folder of your Unreal project. From there the install is mostly conversational - you paste the two plugin links and tell Claude to handle it.

1

Drop the links, install both plugins

Give Claude the two repo links and say install these two plugins. The install pulls a few dependencies (Node.js, some Microsoft C++ libraries), so if anything is missing, just ask Claude to install it. You will also want a good CLAUDE.md in the project root - the instructions file Claude Code reads on every run. I wrote one by hand and you can grab it below; a proven setup file is where you save the most tokens and trial-and-error.

2

Get the free VibeUE API key

When the install finishes, Claude will flag that it needs the VibeUE key. Sign in at vibeue.com, copy the key from the dashboard, then paste it into the VibeUE settings (the gear icon) inside the Unreal Editor and save.

3

Install the MCPs and restart the editor

Claude may not register the MCP servers on the first pass - just ask it to install all the MCPs. Then restart the Unreal project so the freshly installed plugins load, and (sometimes) restart Claude Code so the MCP servers take effect.

4

Check both connections

Ask Claude to confirm both MCP servers are alive. UnrealClaude works independently with just your Claude auth; VibeUE only responds once the key is saved. When both reply, you are ready.

# A quick way to confirm both bridges are up:
curl http://localhost:3000/mcp/status   # UnrealClaude
curl http://127.0.0.1:8088/mcp          # VibeUE  (405/200 = alive)

# In Claude Code, the simplest check is just:
#   "check both mcp connections"
Download my CLAUDE.md (the setup that saves you tokens)

Drop this into your Unreal project root as CLAUDE.md and Claude Code follows a known-good playbook - the .mcp.json wiring, the VibeUE skill library, and the ~20 hard-won UE 5.7 gotchas I hit so you do not have to (Blueprint edits locking during Play, the FBX-import crash fix, the silent button OnClicked no-op, and more).

Download CLAUDE.md
Let your CLAUDE.md grow itself
Whenever Claude Code hits a real problem, spends time working it out, and lands a fix, ask it to write that solution into CLAUDE.md. Over a few sessions the file becomes a battle-tested setup file you can drop into any new Unreal project - which is exactly how the gotchas in mine were collected.
Before any vibe coding: start Git
An Unreal project is a big pile of code and assets, and AI agents work beautifully with version control. Initialize Git first (ask Claude to install it if you do not have it), and commit at every milestone so you can revert cleanly when an experiment goes sideways. You will see me ask for a commit after every working step below.

3. The stress test: build an endless runner from prompts

I do not start from a blank scene - I use a third-person template with the default mannequin swapped for an AI-generated modular character (a fox, built in an earlier video; there is a full AI 3D character pipeline if you want to make your own). Then I just describe the game, one feature at a time, and commit after each one.

1

Clean up, then spawn an infinite path

First prompt: strip the accessories, keep only the character (Claude asks sensible questions like “keep lighting and sky?” - yes). Next: clear the level and create infinite tiles that spawn ahead and despawn behind as you move. It builds a BP_RunnerTile with readable variables, captures the viewport with UnrealClaude to confirm the character is standing on the planes, and it just works.

The AI-generated fox character standing on a plain white grey-box runner path in Unreal Engine
First milestone: an infinite scrolling path on grey-box tiles. Claude screenshots the viewport itself to verify the character is placed correctly.
2

Auto-run, top-down camera, three lanes

Endless runners run on their own, so the next prompts make the character move forward automatically, pitch the camera down a bit, and add three lanes switched with A and D. Claude edits the existing Blueprints by executing Python scripts through VibeUE, then runs Play-In-Editor to test itself. The logic is good; the Blueprint layout is not.

An Unreal Engine Blueprint event graph generated by Claude, with tangled wires labelled spaghetti
The trade-off: it wires working logic, but the node layout is spaghetti. You can ask it to tidy up - it mostly won't. Supervise it.
3

Obstacles, coins, and a rising speed

Add obstacles you can crash into, then add coins as randomized collectibles. This round took about 15 minutes and ~14k tokens of Opus 4.8 - not free, but cheap for a working mechanic. I also had it ramp the run speed up over time, so the game gets harder the longer you last. One caveat: I never asked the coins to avoid the obstacles, so some spawn right on top of them - an easy follow-up prompt, and a good reminder that the agent does exactly what you ask, no more. Throughout, the same loop repeats: edit via Python, run the game, screenshot the viewport, read the result, fix.

Claude Code running VibeUE python tools and reading a viewport screenshot of coins and obstacles, with a 14.1k token counter
The agentic loop in action: VibeUE executes Python, UnrealClaude captures the viewport, Claude reads its own screenshot and diagnoses what's wrong - ~14k tokens for the coins feature.
4

Score, coins, game over + retry UI

A quick pass adds a score, a collected-coins counter, and a Game Over screen with a Retry button. The styling is rough - that is fine, it is a placeholder we can redesign later.

The endless runner Game Over screen showing final score 13, coins, and a green Retry button
A working Game Over / Retry HUD, prompted in a single pass. Functional first, pretty later.

4. Swap the grey-boxes for AI-generated 3D assets

The mechanics work on grey-boxes; now make it look like a game. I generate a single concept image in ChatGPT, then extract the pieces I need from it - the obstacle, the coin, the bridge - and create the 3D environment separately. (Creating game-ready 3D models and environments is its own craft; I cover the free routes on my channel, and you can see how every generator ranks on the leaderboard.)

A ChatGPT-generated concept image of an Asian-temple endless runner with the fox, coins, a spiked roller obstacle and a stone bridge
One ChatGPT concept image becomes the art bible - the obstacle, coin, and bridge are all extracted from it, then rebuilt as 3D assets.
Prepare assets yourself, let Claude wire them in
Claude is not a 3D generator - the image came from ChatGPT, not Claude. The best division of labour I found: you think through and prepare the assets, then use Claude as the agent that organizes and wires them. Export the assets as FBX in a zip, drop them into the project, and add a screenshot so it understands the set. It figures out the proper names and does the placement logic.

With the assets in, the requests are blunt: replace obstacles with the obstacle mesh, coins with the coin mesh, then build the bridge. I had a free toon shader from GitHub in the project that fought the new meshes, so I had Claude turn it off - editing materials is just another VibeUE use case. It was not bug-free: turning left or right falsely triggered Game Over, there were gaps between bridge sections, and obstacles clipped into the bridge railings. Most I fixed by showing Claude a screenshot and letting it work. The railing clip was the most interesting fix to watch: Claude fired a batch of line traces to map the bridge’s real geometry, then nudged the obstacles off the railings based on what the traces hit - measurement, not guesswork.

The grey-box runner path now populated with the 3D spiked-roller obstacles and paw-print coins
Grey-boxes replaced by the real 3D obstacles and coins. The environment skybox and PBR materials come next.

The final touches: project the background as a sphere/skybox (a faint seam remained from the source image - fixable), and add proper PBR maps to the bridge, which I had generated wrong the first time. Once the maps were right, it looked far better.

5. The result, and an honest verdict

Out came a genuinely playable endless runner: the fox auto-runs across a stone bridge through a floating-mountain world, dodges spiked rollers across three lanes, and the score climbs as it grabs coins. For a build driven almost entirely by prompts, with Claude doing the Blueprint and Python work, that is a real result.

The finished endless runner: the fox runs across a stone bridge through a floating-mountain landscape, score 416
The finished stress test - same project, now with AI-generated 3D assets, a skybox, and PBR. Driven by prompts, with Claude doing the Blueprint and Python work.
When it shines, and when it doesn't
  • Give it detailed logic and architecture - describe how a feature should work and how it should scale - and you get amazing results.
  • Give it vague, superficial prompts and it takes the fastest path, not the scalable one. Hard to build on later.
  • It will not produce a pretty Blueprint. The logic works; the node graph is spaghetti and asking it to clean up mostly fails. Supervise it.
  • Use Claude for organizing and logic, not asset generation or fine placement. Prepare those yourself.

Is this a full replacement for learning Unreal? Not quite - it is a massive boost for people who understand what they are asking for. If you are a beginner, do not avoid it; use it smarter. Ask it why a node is there, what a pattern does, and what the right architecture is for your game. As a learning partner on top of doing the work, AI is excellent.

Mind the context window (~200k tokens)
Long Unreal sessions fill Claude Code’s context fast. As it approaches full, run /compact if you are staying on the same task - or start a fresh chat if you have moved to a new one. A new chat is cleaner than a compact; compacting tends to drag old noise along.

What you actually get

A working free MCP bridge
Claude Code wired into UE 5.7 with UnrealClaude + VibeUE - screenshots, actors, Blueprints, and Python.
A self-reviewing agent
It runs the game, screenshots the viewport, reads the result, and fixes its own mistakes.
A playable endless runner
Auto-run, three lanes, obstacles, coins, a score HUD, and Game Over - built from prompts.
A clear-eyed cost picture
~15 min and ~14k Opus 4.8 tokens per feature - and a real sense of where to supervise.

That is the whole pipeline: connect Claude Code to Unreal Engine with two free plugins, prepare your AI assets, and let the agent assemble a game while you steer. New AI-3D tools that feed this kind of workflow land constantly - when they do, they go straight into the Arena so you can compare them before you commit. For more engine workflows, see building a UE5 level in a day and the no-code Aura workflow.

Want to compare these tools yourself?

Claude Code + Unreal Engine 5: 2 Free MCP Plugins to Build Games with AI | Top 3D AI