Native in-engine MCP server · UE 5.8 / Windows

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.

Get Conduit on Fab · 95 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
// you direct, the agent executes

You stay the creative director.

Conduit does the engine work between your idea and a working scene. It generates no art, no music, no story, the vision, the look, and the decisions that make the game yours stay with you.

// what Conduit builds
Blocks out levels, lighting, and set dressing
Wires Blueprint logic into compiling event graphs
Assembles UMG HUDs, menus, and interfaces
Sets up GameModes, input, and player starts
Spawns, arranges, and configures actors
Compiles and verifies with screenshots and play-in-editor
// what it never does
×Generate art, models, or textures
×Write your music or audio
×Author your story, dialogue, or narrative
×Make your creative or design decisions
×Replace anyone on your team
×Touch your project without your opt-in
// 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
// 95 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_postprocess
02

Actors & Scene

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

spawn_actorset_actor_transformset_actor_property
03

Blueprints

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

create_blueprintadd_blueprint_variableconnect_blueprint_pins
04

Animation

Author Animation Blueprints: blendspaces, the AnimGraph, and locomotion state machines with transition rules — then bind them to a skeletal mesh.

create_anim_blueprintcreate_blendspaceanim_sm_add_state
05

UMG Game UI

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

create_widget_blueprintadd_widgetdescribe_widget
06

Materials

Create materials and drive their parameters and instances.

create_assetset_material_param
07

Data Assets

Define and populate data assets for content-driven gameplay.

create_assetset_asset_property
08

Asset Import

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

import_assetsave_asset
09

Components & Physics

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

add_componentset_component_propertyset_physics
10

Gameplay & Input

Wire GameModes, player starts, and Enhanced Input mappings.

set_game_modeadd_input_mappingspawn_actor
11

Play-in-Editor

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

start_play_in_editorstop_play_in_editor
12

Visual Feedback Loop

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

take_screenshotcompare_to_referencerender_widget
13

Batch & Escape Hatches

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

batchexecute_pythonexec_console_command
// 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
95 first-class typed, validated tools
-A single execute_python catch-all
safety
Read-only default, three opt-in gates, structural edit undo
-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.

Editor mutations, console commands and Python execution each have an opt-in gate. Review tool results and use source control for changes that cannot be undone.

Read-only by default

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

Undo for structural edits

Typed structural edits use Unreal undo transactions. Arbitrary execution, imports and saved files are not a universal rollback system.

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.

95
typed tools
4
agentic skills
native
in-engine, no sidecar
5.8
Unreal Engine
// get Conduit

Get Conduit on Fab.

Purchases are now handled through Fab. Visit the listing for current pricing, license options and the supported Unreal Engine release.

Get Conduit on Fab ↗Read the setup guide

Already have Conduit? Follow the docs to install it, connect your agent and explore the 95-tool reference.