MCP (Model Context Protocol) bridge for Unreal Engine — lets AI agents control the Unreal Editor in real time.
Version 1.3.0
- 36 MCP tools for level, actor, transform, component, editor, debug, input, asset, console, and blueprint control
- Editor Panel — Window → OpenClaw Unreal Plugin: a dockable tab showing connection status, MCP info, connect/disconnect buttons, and a live log
- Real-time control of the Unreal Editor from any MCP-compatible AI agent
- Zero config — install the plugin, connect OpenClaw, and go
- Copy the
OpenClawfolder into your project'sPlugins/directory - Restart the Unreal Editor
- Enable the plugin in Edit → Plugins if not already enabled
- Open the panel: Window → OpenClaw Unreal Plugin
| Tool | Description |
|---|---|
level.getCurrent |
Get the current level name |
level.list |
List all levels in the project |
level.open |
Open a level by name |
level.save |
Save the current level |
| Tool | Description |
|---|---|
actor.find |
Find actors by name or class |
actor.getAll |
Get all actors in the level |
actor.create |
Create an actor (StaticMeshActor/Cube, Sphere, Cylinder, Cone, PointLight, Camera) |
actor.delete |
Delete an actor by name |
actor.getData |
Get detailed actor data |
actor.setProperty |
Set actor properties via UE reflection system |
| Tool | Description |
|---|---|
transform.getPosition |
Get actor position |
transform.setPosition |
Set actor position |
transform.getRotation |
Get actor rotation |
transform.setRotation |
Set actor rotation |
transform.getScale |
Get actor scale |
transform.setScale |
Set actor scale |
| Tool | Description |
|---|---|
component.get |
Get component data from an actor |
component.add |
Add a component to an actor |
component.remove |
Remove a component from an actor |
| Tool | Description |
|---|---|
editor.play |
Start Play-In-Editor (uses RequestPlaySession) |
editor.stop |
Stop Play-In-Editor |
editor.pause |
Pause Play-In-Editor |
editor.resume |
Resume Play-In-Editor |
editor.getState |
Get current editor state |
| Tool | Description |
|---|---|
debug.hierarchy |
Get the actor hierarchy tree |
debug.screenshot |
Take an editor screenshot |
debug.log |
Write to the output log |
| Tool | Description |
|---|---|
input.simulateKey |
Simulate a key press |
input.simulateMouse |
Simulate mouse input |
input.simulateAxis |
Simulate axis input |
| Tool | Description |
|---|---|
asset.list |
List assets in a path |
asset.import |
Import an external asset |
| Tool | Description |
|---|---|
console.execute |
Execute a console command |
console.getLogs |
Read project log file (supports count and filter params) |
| Tool | Description |
|---|---|
blueprint.list |
List blueprints in the project |
blueprint.open |
Open a blueprint in the editor |
Telegram/Discord/Web → OpenClaw Gateway → HTTP Polling → Unreal Plugin
Works automatically when the Gateway is running. No extra setup needed.
Claude Code / Cursor → MCP Server (stdio) → HTTP → Unreal Plugin (port 27184)
The plugin runs an embedded HTTP server on port 27184. Use the included MCP bridge:
Claude Code:
claude mcp add unreal -- node /path/to/Plugins/OpenClaw/MCP~/index.jsCursor: Add to .cursor/mcp.json:
{
"mcpServers": {
"unreal": {
"command": "node",
"args": ["/path/to/Plugins/OpenClaw/MCP~/index.js"]
}
}
}Both modes run simultaneously — you can use Gateway and MCP Direct at the same time.
Access via Window → OpenClaw Unreal Plugin. The dockable panel provides:
- Status indicator — connection state at a glance
- MCP info — server address and protocol details
- Connect / Disconnect buttons
- Live log — scrollable log of MCP messages and tool calls
If the plugin fails to load, shows outdated behavior, or you get linker errors after updating, clear the build cache:
rm -rf YourProject/Plugins/OpenClaw/Binaries YourProject/Plugins/OpenClaw/IntermediateThen restart the Unreal Editor — it will recompile the plugin from source.
- Make sure OpenClaw Gateway is running (
openclaw gateway status) - Check the Editor Panel log for error messages
- Verify firewall isn't blocking the MCP port
Want your AI agent to have a consistent personality while developing your game? ClawSouls provides open-source persona packages (Soul Spec) that work with OpenClaw and other AI frameworks. Give your coding assistant a specialized game dev personality, or create custom NPC behavior profiles.
- Browse community souls: clawsouls.ai
- Soul Spec standard: soulspec.org
- Quick start:
npx clawsouls init my-game-dev --spec 0.4
This project has been licensed under Apache-2.0 since its initial release. Copyright 2026 Tom Lee (TomLeeLive)