For Unreal Engine 5.8

The conduit between AI and engine.

Tell your AI agent what you want. UE Conduit gives it 568 tools inside the Unreal Editor to build the level, wire the Blueprint, play the game and check its own work.

568 tools your agent can call
89 tool categories
6 LLM providers in the editor panel
951 live checks on the last full run, 0 failed

How it connects

It works inside your editor, not around it.

No copying prompts between windows. Your agent calls a tool and the change happens in the editor you have open.

1

Your AI client

Claude Code, Claude Desktop or any client that speaks the Model Context Protocol. Your agent keeps its context there, so an editor crash does not lose the work.

2

The MCP server

A TypeScript server that turns each tool call into a command. It runs over stdio or Streamable HTTP.

3

The editor plugin

A C++ plugin with no third-party dependencies. It takes commands on port 9377 and runs them through Unreal's own editor APIs.

What it can do

From the first landscape to the packaged build.

World building

Sculpt terrain, paint layers, scatter foliage, add water and place actors by the thousand.

ue5_sculpt_landscape ue5_scatter_foliage ue5_create_water_body ue5_batch_spawn

Blueprints

Create Blueprints, add nodes, connect pins and compile, then read the errors back.

ue5_add_graph_node ue5_connect_pins ue5_compile_blueprint

Materials and VFX

Build materials and Niagara systems, and set their parameters.

ue5_create_material ue5_create_niagara_system

Gameplay

Abilities, input, behavior trees and game modes.

ue5_create_gameplay_ability ue5_create_behavior_tree ue5_create_input_action

Animation and cinematics

Control rigs, montages, blend spaces and level sequences.

ue5_create_control_rig ue5_create_montage ue5_create_level_sequence

Interface

Widgets, bindings and HUDs.

ue5_create_widget ue5_create_hud_widget

Audio

MetaSounds, ambience and mixes.

ue5_create_metasound ue5_spawn_ambient_sound

Build and ship

Compile, cook and package. The build, test and fix loop reads its own errors and tries again.

ue5_build_test_fix ue5_cook_project ue5_package_project

Play testing

It plays the game to check the work.

A scripted session starts Play, presses real keys through Enhanced Input, waits on frames and reads the results back. When a step fails, your agent sees which one.

  • Real key input
  • Frame stepping
  • Blueprint breakpoints
  • Measured frame timing
ue5_run_pie_scenario Passed
start Play session running
hold W moved forward
hold S moved back
hold D moved right
hold A moved left
tap Space left the floor
Blueprint runtime errors 0
Steps passed 24 of 24

From a run on our own UE 5.8 game.

Change plan Rolled back
spawn TestSky applied
spawn TestLight applied
set Intensity applied
set BadField failed
World back to where it started verified: true

An example of how a plan reports back.

Change plans

Big changes that can take themselves back.

Your agent lists its actor changes as one plan. UE Conduit applies them and reports what each step changed. If a step fails, it rolls the plan back and proves the world came back.

Feedback

Your agent can see what it did.

It sees the editor

Capture any window, dock tab, asset editor or viewport, then compare images pixel by pixel.

It reads the build

Compile results, the output log and Play state all come back to your agent.

It validates the work

Blueprint, widget, animation, material, Niagara, sound and PCG checks share one output shape.

Works with the AI you already use

Claude Code Claude Desktop OpenAI Grok Gemini Ollama Custom endpoints

Built for our own game first.

UE Conduit runs on our own UE 5.8 MMO today. It goes on sale in our shop soon.