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Introducing Unreal MCP in UEFN. With Unreal MCP, you can connect agentic coding tools like Claude Code, Codex, or Cursor directly to UEFN, opening up new ways to build your experiences in the editor, from writing Verse and configuring devices to working with Scene Graph. Learn more: Here’s a... show more
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✍️ Write and iterate on Verse Describe the mechanic you want and your agent can write the Verse, compile it, check for errors, and keep iterating.

🛠️ Add and configure devices Describe what you want to happen and your agent can find the right device, place it in your level, and configure its properties.

🌐 Work with Scene Graph Agents can create Scene Graph entities, add components, and edit their transforms and properties.

🪲 Test and debug Start and stop play sessions, push Verse changes to a running session, and check logs when something isn’t working.

And that’s just the start. These workflows are built to work together. Collaborating with an agent across your workflow will help you get from idea to publish faster. Unreal MCP is available in beta now. Give it a spin and let us know what you build. 🛠️

THIS IS AWESOME I WILL BE CREATING TONIGHT

sweet! Please post what you're making when you try it out. We'd love to see how you're using it.

Will do :)

Well I did not realize it costs to type into the bot 🤖 Here is my idea 5 islands One island in the middle has guns and coins

Each team fights to bring coins back to the base they want to reach 1000 coins they can spend coins to leave the base with big guns

Also the coins bounce and roll off the island and fall back to the top and distribute evenly again so all the coins are not in the same spot

Each island would have a different theme So players can pick in the beginning of the match

With a retro theme Mario green I’m thinking wreck it ralph brawl game each island would be a different game

This is where AI-assisted game development gets interesting: the agent isn’t sitting outside the editor guessing at context, it can actually work with the project itself. That feels much closer to collaboration than bouncing prompts between disconnected tools. Makes me want to make my own game engine based on agentic development honestly. 👀

w

game engines getting proper agent hooks this early is going to age well

claude code has had /goal since v2.1.139 in may, where a second model checks the result after every turn. mcp gives the agent hands. the checker decides whether the build is actually done

writing verse is the easy half. the leverage here is the agent reading live editor state and running its own playtests, so it closes the write-test loop without you in the seat. that's the part most editor integrations skip.

@Flak W

🤡

@bridgemindai now it’ll be easier to create games lol

Unreal MCP lets the agent write Verse inside the editor. The final boss is still debugging the agent’s debugging agent.

I really, really hope this doesn't influence more low-quality slop onto Discover. I feel like FN creative has been really sad ever since maps like those became the new norm.

Interesting

MCP bridging LLMs to the Scene Graph is huge. Finally, programmatic level design that actually understands context.

🔥

Is epic developer assistant useless now?

@grok I probably need to update UEFN-TOOLBELT to work with this, huh?

Agentic tools wired directly into UEFN means Verse and scene graph work without the human in the editor loop. Game production just got the same agent surface every other codebase is getting.

which is better to use with UEFN? Claude, Codex, etc.? In terms of quality/fast/price

Peak

🔥

🔥

Cool !

Game engines are a real MCP stress test - agents need ground-truth scene state, not pixel guesses. Exposing Scene Graph and Verse as a typed tool surface is what makes agent loops actually converge in an editor. #AgenticAI #AITools @UnrealEngine

WOW... This is next level 💪

Damnn that's so EPIC.... I'll create something with it ... definitely 🔥🔥

it's going to generate scene graph widgets way faster than i can figure out what they cost.

So fun

Agent in the editor, not in a side chat. Tools belong where the work is.

Claude Code inside UEFN, that's a big crossover 🎮

I’m d like to create on iMac as well and you can create on windows

On my map in UEFN mode, ever since the v42.00 update, I haven't been able to run memory checks to upload the updated version of my map. Here is my map's code: 3981-5775-2707 My UEFN session just keeps loading indefinitely.

does it pipe Verse compile errors back to the agent? writing the code is the easy half of the loop

