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.
Free for noncommercial use · 65 typed tools · 4 agentic skills
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.
Prompt
Describe the game in plain language to any MCP-compatible agent, Claude Code or Claude Desktop.
Native MCP server in the editor
The agent connects over HTTP to the in-process server at :30010/mcp and calls typed, validated tools.
Built & verified
The agent authors assets, compiles Blueprints, and closes the loop with screenshots and play-in-editor.
Claude Desktop
JSON-RPC / SSE
:30010/mcp
Blueprints · UMG
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.
Levels & World
Create, save, and stream levels; configure world settings and lighting.
Actors & Scene
Spawn, transform, and configure actors anywhere in the scene.
Blueprints
Author Blueprint structure and the node-graph visual scripting that drives it.
UMG Game UI
Build designed UMG widgets, HUDs, menus, and in-game interfaces.
Materials
Create materials and drive their parameters and instances.
Data Assets
Define and populate data assets for content-driven gameplay.
Asset Import
Bring meshes, textures, and other content into the project.
Components & Physics
Attach components, set collision, and configure physics on actors.
Gameplay & Input
Wire GameModes, player starts, and Enhanced Input mappings.
Play-in-Editor
Launch and stop PIE to exercise the game the agent just built.
Visual Feedback Loop
Screenshots, reference-image diff, and off-screen UMG render to verify results.
Batch & Escape Hatches
Batch many tools in one call; gated Python, console, and cvar fallbacks.
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
Turns a single prompt into a whole playable loop, level, actors, logic, input, and a GameMode.
Gameplay Logic Builder
Translates described behavior into a wired, compiling Blueprint event graph.
Game UI Builder
Designs and assembles UMG interfaces, then renders them off-screen to verify layout.
Level Designer
Handles blockout, lighting, and set dressing to bring a level from empty to playable.
Conduit vs. a typical UE MCP server.
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.
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.
Free to learn. Licensed to ship.
Full access to all 65 tools and 4 skills on both tiers. Commercial use requires a paid license.