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I'm still experimenting with Fable + Unreal Engine MCP, currently creating an infinite procedurally generated world with different biomes and villages
45,744 views • 1 month ago •via X (Twitter)
61 Comments

So cool! Can you make a kid version where you play as a field scientist and it teaches you about ecology and biology? Could add a time speed control so they could stand still and scrub though seasons to see animals grow through life cycles or years to see how trees grow etc

For the moment it’s a just a demo I use to experiment with AI and gameplay mechanics I’m not sure I will mantain this

It’s fun! Could you link me to the code? I can try to build it

Currently I didn't publish the code because it's a mess that I keep changing, btw if you want to replicate my setup, connect claude to unreal engine 5.8 MCP and ask what you want, I combined it with assets from @NatureDeveloper to generate a procedural world. For working with Fable in UE I suggest you to use an optimized subagents flow or you will burn your limit in 30 minutes, in my case I'm using this global CLAUDE.md file that instruct Fable to do the orchestration of gpt 5.6 subagents at medium reasoning

@NatureDeveloper Thank you this is awesome! Maybe this can be my new summer project with the kids. My GitHub is getting v messy lately 😅

@NatureDeveloper You are welcome! Happy that this is inspiring you, I will probably write a more in depth X article once I get some time

Does it actually work nicely? Opus 4.8 sucked with Unreal MCP. I was actually surprised how bad it was.

Currently I’m working with Fable as the main orchestrator model that uses multiple gpt 5.6 sol medium subagents for implementation and it’s working really well.

@JoonasUusi How do you do this ?

@JoonasUusi I’m using a global CLAUDE.md file that’s a slightly modified version of @theo’s. You can check it out here

You use nanite? I decided to go with unity for my stuff and kinda regretful

I use nanite yes and the native water system. In general I prefer the @UnrealEngine MCP integration compared to others because it feels more stable and doesn’t require any subscription (absurd that other game engines want you to pay even to connect Claude Code)

@UnrealEngine Did you run into some MCP UE5.8 issue with UBT always going down the project has no code path?

@UnrealEngine currently no, I’m also on UE5.8 with the official plugin and Claude code

It was able to take buildings and properly place all of them or is stuff floating around and not connected to the ground?

Yes, these are placed correctly on the ground, but not by the AI directly they are placed by a world generator that I built with Claude

Is there a size limit to this? As far as how big a world it can build?

Potentially infinite, the world engine is optimized to load only the chunks you need (like in Minecraft) and can generate an infinite amount of chunks based on location + seed

How did you create this environment and what was your workflow?

The workflow is Claude Fable as main orchestrator model + gpt 5.6 sol subagents connected to @UnrealEngine 5.8 MCP. The world is infinite and procedural with assets from @NatureDeveloper (they are way better than what is showing here, I’m still working on it) I’m going to write a more in-depth article soon

@UnrealEngine @NatureDeveloper Hi Marco! Love your UE 5.8 MCP work. I have a question: if you already have a heightmap and Landscape Auto Material, how do you tell the AI where to place roads, villages, bridges, trees, and other assets? Do you describe design rules, use PCG, or something else? Thanks!

Thanks! In my case the heightmap is generated at runtime based on the chunk’s X/Y coordinates and seed, so I mainly described the rules and biome specifics. If you’re using asset packs, you can also tell the model to learn those rules and identify which assets serve which purpose by analyzing the demo level maps. This will handle a good amount of the work, and you can then fine-tune the random procedural generation by iterating with the model

@UnrealEngine @NatureDeveloper Thanks! Could you share an example of the actual rules you give the AI? Not the full prompt if it's private, but a few examples of the design rules or biome rules that produce good results. I'd love to understand how you "think like a level designer" when prompting the model.

I'm not a level designer I'm just experimenting with it a bit so I'm definetely not an expert, but for the "dense forest" biome I asked for a terrain that should have coherent interconnected paths build with the gravel asset, these should be generated before starting to place the trees and other assets to avoid building on top of the road. Then start enriching the terrain with trees that can vary in height and density and all the small details like moss, mushrooms, leaves, grass, the cliffs should mantain a rock like texture

@UnrealEngine @NatureDeveloper Thanks for information.

Looks amazing

Have my follow!

Gonna post some updates soon

If cost is the issue GPT 5.6 or Kimi K3 is a preferred option. Just connect it to MCP and it turns out to be wild.

@jennofrie08 I still prefer Fable as the main model that orchestrates gpt 5.6 subagents

cool

Question: whats a good library for the body and moving

This is the default unreal engine 3d character, if you create a third person template you get this basic movement, you can easily find more animations from mixamo to start

Thanks

I am doing the same, spent about 500 million tokens already

How are you liking the MCP, does it work well? I was thinking about using it to create some worlds I could explore in VR

In Unreal it works really well way more stable than unity imo. I’m not using it to create the assets, these are from packs I already own

@kylensorensen Could you link the packs? I need this I'm tired of unity gunna use unreal instead

@kylensorensen These are a mix of hivemind and naturemanufacture assets, I got a lot of them trough multiple humble bundles

pretty!

Thanks! I’m testing it isometric now because I like to change concept every 5 minute

could you share your code on github? :)

Currently this is merely a demo. If you want the MCP is the official Unreal plugin

whoa, are the buildings modular or do they come individually pre-made? trying to do town generation with fable + MCP too and i'm not having much luck 😓

Yes, they are modular, not prebuilt; you still need some adjustment where you explain the model which part is which, since sometimes it mixes them incorrectly

Oh nice Much further than I have managed Any tips on how to get that far and results ?

Use AI mainly to do logic / code work while you can buy assets from @fab (in my case I'm using @NatureDeveloper environments pack) Before implementation do a research on what you want to build, do not tell the model "create me a procedural world" but instead research the topic with GPT 5.6 Sol Pro before to understand what you should ask Use a combination of Fable + other models as subagents, this to avoid burning your limits in 30 minutes, you can find my global CLAUDE.md file here:

Did he manage to grab the assets by himself?

I directed him toward the imported packs I already possess and described their use afterward, procedural generation positioned them

That's easy , the hard part is filling the world with actual content and lore and interactive elements and mobility

True but the scope of this demo was to start testing AI development tools, even with them you still need to iterate a lot, know the art direction you want and craft a proper gameplay

this looks incredible.

naaah this has to be a joke, right? it's too good like, unreal good

Assets are from packs I own while all the terrain / heightmaps / structures / biomes are procedurally generated

I tried a blender/mcp with Claude and was very disappointed. It can’t visually under the scene at all. I suppose this works if you make it from scratch because the model can label the objects itself and that helps with “seeing”?

Please let this be only a demo. Otherwise performance will leak unexpected ways

I built Last Ship Sailing in html/js, but I am wondering if I should remake it in Unreal just so I can fly my ships in scenes like this! What do you think? should I do it?

Yeah it's not s game cunt

Im starting my first game

I'm making an RTS this way, but using 5.6 Sol Max for everything. Day 3 so it's too early to tell if this will work.

Are the packs you created a big part of why the procedurally generated world looks so alive? Or the algorithm plays a big part as well? It looks great.

