Installation
ClaudusBridge brings an AI coding agent inside Unreal Engine. It embeds a full agent (Claude, ChatGPT/Codex, or Gemini) in an in-editor terminal and exposes 900+ MCP tools so the agent — or any external MCP client — can drive the editor: Blueprints, Materials, Niagara, UMG, Sequencer, Assets, Multi-User, and more. Everything runs locally; you sign in with your own AI account, with no API keys.
This page covers installing the plugin on Unreal Engine 5.8, enabling it, and verifying that the embedded agent terminal and the MCP server are up.
Requirements
| Requirement | Details |
|---|---|
| Unreal Engine | 5.8 (the plugin targets EngineVersion 5.8.0) |
| Platforms | Windows (Win64), macOS, Linux |
| Node.js | A system Node.js install is required for the embedded agent. The agent bundle ships inside the plugin and is launched with your system node. |
| Account | Your own Claude (Anthropic), ChatGPT/Codex (OpenAI), or Gemini (Google) account, signed in via normal OAuth. No API keys are needed. |
Run node --version in a terminal before launching the editor. If node is not on your PATH, install it from nodejs.org first — the embedded ClaudusCode terminal and the ACP drive path both rely on it.
Install via Fab / Epic Games Launcher
- Open the plugin's Fab page and add ClaudusBridge to your library.
- In the Epic Games Launcher, go to Unreal Engine → Library → Fab Library, find ClaudusBridge, and click Install to Engine, selecting your 5.8 engine.
- The plugin is installed into the engine's
Engine/Plugins/Marketplace/folder and becomes available to every project on that engine version.
Install manually (drop into your project)
If you have a source or zip build of the plugin:
-
Close the Unreal Editor.
-
Copy the
ClaudusBridgefolder into your project'sPluginsdirectory:<YourProject>/Plugins/ClaudusBridge/Create the
Pluginsfolder if it does not exist. The folder must containClaudusBridge.upluginat its root. -
Reopen the project. If your project is a C++ project, the editor will offer to rebuild the plugin's modules — accept.
The plugin ships seven C++ modules — ClaudusBridge and ClaudusBridgeEngine (Runtime), ClaudusBridgeEditor and ClaudusCode (Editor), plus three test modules — and depends on stock engine plugins such as ToolsetRegistry, AllToolsets, MultiUserClient, and PythonScriptPlugin, all of which ship with Unreal.
Enable the plugin
ClaudusBridge is enabled by default once installed, but you can confirm or toggle it:
- In the editor, open Edit → Plugins.
- Search for ClaudusBridge (it lives under the AI category).
- Make sure its checkbox is enabled.
- If you just enabled it, restart the editor when prompted.
First launch
On the first editor start with the plugin enabled:
- The MCP HTTP server starts automatically on
127.0.0.1:3000/mcp(this is controlled by thebAutoStartServersetting, on by default). - The embedded agent is ready to launch from the ClaudusCode terminal tab.
- If Multi-User auto-configuration is on (the default), agent-friendly Concert defaults are written so an agent and a human can collaborate out of the box.
You can change the server port, URL path, tool-search behavior, and Multi-User defaults in Edit → Project Settings → Plugins → ClaudusBridge.
Where the ClaudusCode terminal tab is
The embedded agent terminal opens from the editor's Tools menu:
- Open Tools in the main menu bar.
- Choose ClaudusCode — the entry shows the live tool count, e.g. ClaudusCode (900 tools).
This docks a Slate terminal backed by a real PTY (ConPTY on Windows, forkpty on macOS/Linux). From there you launch and talk to the bundled agent. See Your First Conversation for the full walkthrough.
Verify the MCP server
ClaudusBridge exposes a lightweight liveness probe so you can confirm the bridge is up without performing a full MCP handshake. With the editor running, hit the health endpoint:
curl http://127.0.0.1:3000/health
A healthy server responds with JSON:
{ "status": "ok", "server": "ClaudusBridge", "port": 3000, "mcpPath": "/mcp" }
The port and mcpPath fields reflect the active configuration, so this is also the quickest way to confirm a custom port or URL path took effect.
Using a different port
If port 3000 is taken, override it per launch with a command-line argument:
UnrealEditor.exe <YourProject>.uproject -ClaudusBridgePort=3005
Then probe the new port:
curl http://127.0.0.1:3005/health
You can also set Server Port Number (and Server Url Path) permanently in Project Settings → Plugins → ClaudusBridge.
Next steps
- Your First Conversation — launch the embedded ClaudusCode terminal, sign in to your provider, and send your first prompt.
- Connecting — attach external MCP clients (Claude Desktop, Cursor, Windsurf, VS Code, Gemini, Codex) to the bridge over HTTP.