Python Editor Scripting Beta Access Request - UEFN

Account details

  • Epic display name: ᵥᵢₓᵧ ₑₓD
  • Platform: Windows 10 Pro (19045)

Versions

  • Fortnite / UEFN: 41.30 (CL-56430492), Windows
  • Editor engine version: 5.8

Project

  • maz3n_1v1 - a 1v1 competitive island, currently in early layout. I also
    maintain two older UEFN projects (everygun_1v1, MyProject).

Intended use case

I want to drive UEFN from Claude Code through an MCP (Model Context Protocol)
integration - the use case Epic’s own documentation calls out under “Python
Tools in UEFN” as an application example (“Remote execution of well made
scripts or tools, such as a MCP integration with an Agentic AI”).

Concretely, what I want to automate:

  • Bulk actor placement and transform work for maze/arena layout, where
    hand-placing each piece in the viewport is the bottleneck
  • Procedural prop scattering and pass-based dressing of repeated geometry
  • Asset organisation across the content browser - batch renaming,
    duplication, tidying
  • Reading level and actor state back out, so the assistant can reason about
    the map it is helping author rather than working blind
  • Keeping that automation in step with the Verse gameplay code for the
    same island

I have already set up the MCP server side locally (an HTTP listener inside
the editor, bridged to Claude Code over stdio) and verified it loads. The
only blocker is that Python is disabled at editor startup on this account.

Current behaviour

PythonScriptPlugin mounts correctly, and Engine.Python.IsPythonLifeCycleDynamic
is set to 1, but once the editor is ready the log reports:

LogPython: Python disabled via CVar 'Engine.Python.IsEnabledByDefault'

There is no Beta Access section in Project Settings for this account, so there
is nothing to toggle.