Works with Unreal Engine 5.8. Updated October 2026. Written by the Algosyntax team, who use Claude Code on our own Unreal plugins.
Quick answer: Claude Code works with Unreal in two ways:
- C++ code: start Claude Code in your project folder. It reads and edits
Source/,.Build.csand.upluginfiles like any C++ codebase. Add aCLAUDE.mdwith your Unreal rules, and blockIntermediate/,Binaries/,DerivedDataCache/andSaved/so it doesn’t waste time in them. - The editor (UE 5.8): enable Epic’s Unreal MCP and All Toolsets plugins, run
ModelContextProtocol.StartServer, thenModelContextProtocol.GenerateClientConfig ClaudeCode. Claude can then work with actors, Blueprints, materials, Niagara and more in the open editor.
What you need
- Claude Code with a Pro, Max, Team or Enterprise plan, or an Anthropic Console (API) account. The free claude.ai plan doesn’t include it. See Anthropic’s pricing page for current prices.
- A C++ toolchain if you work with code: Visual Studio 2022 with the C++ workloads. See Visual Studio 2022 x64 must be installed.
- Source control. Commit before every Claude session, so any change is one click to undo.
On Windows, install Claude Code from PowerShell, then open a new terminal and run claude inside your project folder:
irm https://claude.ai/install.ps1 | iex
Installing Git for Windows is recommended. Claude Code also runs in the desktop app and in VS Code and JetBrains (Rider) extensions.
Step 1: Give Claude your Unreal rules in CLAUDE.md
Claude reads CLAUDE.md from your project folder at the start of every session. Running /init creates a first version, and then you add the rules it can’t guess. This is close to the one we use:
# Unreal project rules
- Work only in: *.uproject, *.uplugin, Source/**, Config/**, Plugins/*/Source/**.
- Treat the Unreal Engine install as read-only. Never edit engine source or headers.
- Never read or edit Intermediate/, Binaries/, DerivedDataCache/ or Saved/.
- New files go in subfolders of Public/ and Private/ (e.g. Public/Types/MyTypes.h).
- Add new module dependencies to the right .Build.cs file.
- Don't compile. Tell me when the code is ready and I'll build it.
Keep it short. Claude follows a focused page better than a long one.
Step 2: Keep Claude out of the huge folders
An Unreal project has gigabytes of generated files. A deny rule in .claude/settings.json (in the project folder) stops Claude reading them, so it doesn’t spend your usage on build output:
{
"permissions": {
"deny": [
"Read(./Intermediate/**/*)",
"Read(./Binaries/**/*)",
"Read(./DerivedDataCache/**/*)",
"Read(./Saved/**/*)"
]
}
}
Deny rules apply in every permission mode. A .claudeignore file does nothing in Claude Code, so use these rules instead. Remove the Saved line when you want Claude to read crash logs in Saved/Logs.
Step 3: Compiling: you, or Claude
You build it (what we do). Claude writes the code, you press Build in Visual Studio or Rider and paste back any errors. You stay in control of when the editor reloads.
Claude builds it. Add the build command to CLAUDE.md, so Claude can compile, read the errors and fix them on its own:
"C:\Program Files\Epic Games\UE_5.8\Engine\Build\BatchFiles\Build.bat" MyGameEditor Win64 Development -Project="C:\Projects\MyGame\MyGame.uproject" -WaitMutex
Close the editor first, or the build stops with “Unable to build while Live Coding is active”.
Step 4: Connect Claude to the editor (UE 5.8)
UE 5.8 includes Unreal MCP, Epic’s experimental Model Context Protocol server, which runs on your own machine.
- Edit > Plugins: enable Unreal MCP and All Toolsets, then restart. All Toolsets provides the actual tools, so the server exposes none without it.
- Open the console with the ~ key and run these two commands:
ModelContextProtocol.StartServer
ModelContextProtocol.GenerateClientConfig ClaudeCode
The second command writes .mcp.json to your project folder, pointing at http://127.0.0.1:8000/mcp. Now start Claude Code in the project folder, approve the unreal-mcp server when asked, and type /mcp to check it’s connected. Test it with “List the actors in the current level.”
The server only works while the editor is open and running it. Port 8000 taken? Run ModelContextProtocol.StartServer 8001, change the port in the plugin’s Model Context Protocol settings, and generate the config again. Epic also publishes an optional Claude Code plugin, Unreal Engine Skills for Claude Code, with extra Unreal instructions. Find it in Claude Code’s /plugin menu.
Tips that save the most time
- Plan first. Press Shift+Tab to switch to plan mode for anything bigger than a small fix. Claude explores and proposes a plan, and edits nothing until you approve.
- One task per session. Use
/clearbetween unrelated tasks, so the context stays on what you’re doing. - Point at files.
@Source/MyGame/Public/MyCharacter.hputs that file straight into the conversation. - Blueprint assets are binary. Claude can’t read a Blueprint graph from a
.uassetfile. Describe it, paste a screenshot, or let Claude work in the editor through Unreal MCP. - Review the diff. Claude is fast and capable, but you ship the code. Read changes before you commit, especially in replication and threading.
FAQ
Does Claude Code work with Blueprints?
Yes. Through Unreal MCP it can create and edit Blueprints in the open editor.
Can it break my project?
It can make wrong changes, like any developer. Commit before each session and review diffs, and you can always roll back. By default Claude asks before editing files or running commands.
Do I still need Visual Studio or Rider?
For C++, yes. Claude Code needs the Microsoft C++ toolchain to build, and an IDE is still the best place to debug.
Related tutorials
Let Claude wire up a system instead of writing it. Our Unreal Engine plugins give Claude Code a working foundation for MIDI and rhythm gameplay, VST audio, UMG tools and cinematics. Claude’s time then goes into what makes your game different.