Native in-engine MCP server · UE 5.7 / 5.8

Build games in Unreal Engine by prompting an agent.

Conduit embeds a Model Context Protocol server inside the Unreal Editor. Any MCP-compatible agent designs, builds, and verifies your game, closing the loop with screenshots and play-in-editor.

Coming soon Docs coming soon

Free for noncommercial use · 65 typed tools · 4 agentic skills

agent · unreal-mcp 127.0.0.1:30010/mcp
prompt › make a coin-collector: floor, a coin Blueprint with a score variable and a BeginPlay graph, spawn one, a GameMode, SpaceBar to jump
tool calls
new_level/Game/CoinCollector
add_static_meshFloor · plane 20×20
create_blueprintBP_Coin : Actor
add_variableScore : int
add_graph_nodeEvent BeginPlay
add_graph_nodePrintString
connect_blueprint_pinsBeginPlay → PrintString
add_graph_nodeSet Score · Branch
compile_blueprintBP_Coin · 0 errors
spawn_actorBP_Coin @ (0,0,50)
create_gamemodeGM_Coin
add_input_mappingSpaceBar → Jump
play_in_editorverify · screenshot
24/24 verified · level saved · Blueprint compiled · play-in-editor passed
// one prompt → a playable game

The agent designs, builds, and verifies, in one pass.

In a verified live demo, a single natural-language prompt drove 24 typed tool calls against Unreal Engine 5.7, producing a real, compiling, playable result with no manual editing.

$ "make a coin-collector: a floor, a coin Blueprint with a score variable and a BeginPlay graph, spawn one, a GameMode, and SpaceBar to jump"
build result 24 / 24 tool calls · UE 5.7
Level saved with a meshed floor
/Game/CoinCollector
BP_Coin Blueprint with a Score variable
Score : int
Wired, compiling event graph
BeginPlay → PrintString → Set Score → Branch
One coin instance spawned
BP_Coin
GameMode set on the world
GM_Coin
Jump bound via Enhanced Input
SpaceBar → Jump
// how it works

No sidecar. No socket bridge. No glue process.

The MCP server runs in-process inside the Unreal Editor and speaks directly to the engine. The agent connects over HTTP and calls typed tools.

01

Prompt

Describe the game in plain language to any MCP-compatible agent, Claude Code or Claude Desktop.

02

Native MCP server in the editor

The agent connects over HTTP to the in-process server at :30010/mcp and calls typed, validated tools.

03

Built & verified

The agent authors assets, compiles Blueprints, and closes the loop with screenshots and play-in-editor.

AI Agent
Claude Code
Claude Desktop
HTTP · MCP
JSON-RPC / SSE
In-editor MCP server
in-process
:30010/mcp
Unreal Engine
GEditor · Assets
Blueprints · UMG
// 65 typed, safety-gated tools

First-class tools for every layer of the engine.

Not one execute_python catch-all, typed, validated authoring across levels, Blueprints, UI, materials, physics, and gameplay.

01

Levels & World

Create, save, and stream levels; configure world settings and lighting.

new_levelsave_levelset_lighting
02

Actors & Scene

Spawn, transform, and configure actors anywhere in the scene.

spawn_actorset_transformset_property
03

Blueprints

Author Blueprint structure and the node-graph visual scripting that drives it.

create_blueprintadd_variableconnect_blueprint_pins
04

UMG Game UI

Build designed UMG widgets, HUDs, menus, and in-game interfaces.

create_widgetadd_widget_elementbind_widget
05

Materials

Create materials and drive their parameters and instances.

create_materialset_material_param
06

Data Assets

Define and populate data assets for content-driven gameplay.

create_data_assetset_data_property
07

Asset Import

Bring meshes, textures, and other content into the project.

import_assetimport_mesh
08

Components & Physics

Attach components, set collision, and configure physics on actors.

add_componentset_collisionset_physics
09

Gameplay & Input

Wire GameModes, player starts, and Enhanced Input mappings.

create_gamemodeadd_input_mappingset_player_start
10

Play-in-Editor

Launch and stop PIE to exercise the game the agent just built.

play_in_editorstop_pie
11

Visual Feedback Loop

Screenshots, reference-image diff, and off-screen UMG render to verify results.

take_screenshotdiff_referencerender_umg
12

Batch & Escape Hatches

Batch many tools in one call; gated Python, console, and cvar fallbacks.

batch_callrun_pythonrun_console
// 4 agentic skills

Expert workflows layered on the tools.

Skills compose the typed tools into reliable, end-to-end authoring routines, the agent reaches for them when a goal needs more than a single call.

game-bootstrapper

Game Bootstrapper

Turns a single prompt into a whole playable loop, level, actors, logic, input, and a GameMode.

gameplay-logic-builder

Gameplay Logic Builder

Translates described behavior into a wired, compiling Blueprint event graph.

game-ui-builder

Game UI Builder

Designs and assembles UMG interfaces, then renders them off-screen to verify layout.

level-designer

Level Designer

Handles blockout, lighting, and set dressing to bring a level from empty to playable.

// why it's different

Conduit vs. a typical UE MCP server.

Conduit
Typical UE MCP server
architecture
Native, in-process inside the editor, no sidecar
-External Python or Node bridge process
tool design
65 first-class typed, validated tools
-A single execute_python catch-all
safety
Read-only default, three opt-in gates, undo per write
-Arbitrary code execution by default
feedback loop
Screenshots, reference diff, off-screen UMG render
-None, fire and forget
agentic layer
Four expert skills compose the tools
-No higher-level workflows

The only thing matching the native, no-sidecar architecture is Epic's own experimental plugin, Conduit goes deeper on typed authoring, safety, and the skill layer.

// safety by default

An agent in your editor, on a short leash.

Every capability that can change your project is off until you turn it on, and every change it does make is reversible.

Read-only by default

Mutations, console, and Python are three independent gates, each stays off until you explicitly opt in.

Every write is undoable

Each mutating call is wrapped in an Unreal undo transaction, so any change can be rolled back.

Structural edits serialized

Blueprint and asset structure changes run one at a time to keep the project consistent.

Optional endpoint auth

Protect the local MCP endpoint with bearer-token authentication when you need it.

65
typed tools
4
agentic skills
native
in-engine, no sidecar
5.7 / 5.8
Unreal Engine
// pricing

Free to learn. Licensed to ship.

Full access to all 65 tools and 4 skills on both tiers. Commercial use requires a paid license.

Noncommercial
Free
PolyForm Noncommercial license
Coming soon
All 65 typed tools and 4 skills
Personal, learning, and research projects
Full safety controls and undo
Community support
COMMERCIAL
Commercial
Paidlicense
For shipping commercial games
Coming soon
Everything in noncommercial
Rights to ship commercial titles
Team and studio licensing
Priority support