How do I access and use the new built-in Claude feature that allows me to build the game with AI?
Hi @VincentKeegan just to clarify, the “new feature” in 5.8 is not a built-in Claude specific feature it’s an MCP server. What does this mean, when you install the plug in Unreal MCP into your UE 5.8 project you are embedding an MCP server inside the Unreal Editor process so that any MCP-compatible AI agent, such as Claude Code, Cursor, or the MCP Inspector, can drive the editor over a local HTTP connection.
What can you do with it?
The plugin exposes engine functionality, such as spawning actors, configuring lighting, creating material instances, inspecting Slate widgets, and running automation tests, as Tools that an AI agent can invoke on the user’s behalf and is also easy to extend with your own custom tools.
What do I need to get started?
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You need to install Unreal 5.8
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A compatible AI agent such as Claude Code (not Claude desktop), or Cursor
- If you are going to use Claude Code keep in mind that you will need a subscription version that gives you access to it
- If you are having difficulty installing Claude Code, Claude can walk you thru the steps to do so, it is relatively simple.
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An UE Project running with 5.8
- (I recommend starting a brand new project and installing it there at first so that you can get the hang of it and then once you got it you can go ahead and upgrade previous project to get the MCP server running there, if you do so make sure to back up the project you would like to upgrade just in case)
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Install the Unreal MCP server plug-in to your 5.8 project

Step by Step
I will be covering how to set it up the MCP server here and linking the documentation on it as well. This Step by step assumes that you already have Claude Code (a compatible account to use it), Cursor or any other MCP-compatible AI agent already installed.
Installing the engine:
Boot up your Epic Launcher, navigate to Unreal Engine (Left hand corner)-> Library → Engine Version → click on the + sign next to “Engine Versions” and add ->click on Install and add, select the folder you would like to install it in and install


Creating the Project
Now that we have the engine installed, let’s create a 5.8 project
Launch 5.8.0 either from the big yellow button on the top right corner of your Epic Launcher or from your Engine Versions bellow

Note:
If you do not see 5.8 in the big launch button at the top righthand corner of your launcher all you have to do is click on the upside-down triangle and select the version from there.
Once you have launched 5.8 select “New Project”
For this example, I’m selecting Games-> Top down → Variant → set to all in case I need those resources later → naming the Project → Clicking on create
Note: you do not need to select he same exact thing as I did, please select based on the needs of your project. However, I do recommend that you follow along with the choice I made that way if you are having problems on your end I can pinpoint on what step we need to go back to
In the future when you boot up unreal launcher and try to open your project but it displays like this do not panic there is a simple solution to it. As you can see the engine version is showing as “Other” if you try to open it it will ask you to assign a version to it but most likely it will not show 5.8, even though you just made the project in it and saved it. All you have to do is restart your PC once and the problem will be gone. If you have restarted your PC and the Project still shows as “Other” doble click on it to open it and now you should have the option to set it to 5.8 in the drop-down menu ![]()
Installing the Plug-In
With the project now open navigate to Edit
Select Plugins
In the search bar Type in “Unreal MCP” → enable the plug in by checking the box → Please Restart the editor if prompted to.
Without closing the window, type in “Editor Toolset” → enable the plug in by checking the box → Please Restart the editor if prompted to.
Note: you can enable multiple plug-ins without having to restart each time
When the project boots back up, you can close the plugin window for now
Click on Edit again
Navigate to Editor Preferences
General → Model Context Protocol → Check Auto Start Server → Close the Window
now we’ll use the Editor’s Console to generate a “Client Config”. On the bottom click “Output Log” (so that you can have visuals on what you are doing)
Type in the following ModelContextProtocol.GenerateClientConfig ClaudeCode and press enter on your keyboard
Type in the following ModelContextProtocol.GenerateClientConfig All and press enter on your keyboard
Close and restart your project just in case and open Claude Code in your project’s root folder. You can find the root Folder by going back to your Epic launcher, finding your project in the My Project’s section → Right Click it → Open in folder
In your File Explorer type in “claude” to boot up Claude Code → Select “Yes, I trust this folder” → “Use this MCP Server” → Once you are in Type “/MCP” (to check the status of the server) → it should say connected
Note: if the connection failed please go back to your Project’s Console and type in ModelContextProtocol.StartServer and press enter
Go back to Claude Code and type back in /MCP to test the connection
- If it fails again close your project, close Claude Code
- Boot up your project first (make sure it opens fully) and then open Claude Code in the root folder again
- Type in /MCP in Claude Code, press enter and it should be connected
You should be good to go now to start creating with Claude Code in the Claude Code command console
Here is the original Documentation in case you need more information
If you run into any problems, please let me know, hope this helped and good luck with your project ![]()



























