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SpirrowUnrealWise

Unreal Engine Python MCP License

日本語版はこちら / Japanese

An MCP (Model Context Protocol) server that bridges AI assistants (Claude) with Unreal Engine 5. Control Blueprints, design levels, create UI, and build AI systems using natural language.

Features (136 Tools)

Category Count Description
Actor 10 Spawn, transform, properties, components
Blueprint 16 Create, add components, property management
BP Node Graph 9 Event nodes, function calls, variable operations
UMG Widget 30 UI elements, layouts, animations, bindings
Enhanced Input 8 Input Actions, Mapping Contexts
GAS 8 GameplayTags, Effects, Abilities
AI (BT/BB) 22 BehaviorTree, Blackboard, broken node detection
AI Perception 6 Sight, Hearing, Damage sensing
EQS 5 Environment Query System
Material 5 Template-based material creation
Config 3 INI file read/write
Asset Utility 7 Asset management, texture import
RAG 4 Knowledge base, project context
AI Image 3 Stable Diffusion integration

See FEATURE_STATUS.md for detailed feature documentation.


Quick Start

Requirements

  • Unreal Engine 5.5+
  • Python 3.11+ with uv
  • Claude Desktop or Claude Code

Installation

# 1. Clone the repository
git clone https://github.com/SpirrowGames/spirrow-unrealwise.git
cd spirrow-unrealwise

# 2. Install Python dependencies
cd Python && uv sync

# 3. Copy the UE plugin to your project
# Copy: MCPGameProject/Plugins/SpirrowBridge → YourProject/Plugins/

Claude Desktop Configuration

Add to your claude_desktop_config.json:

{
  "mcpServers": {
    "spirrow-unrealwise": {
      "command": "uv",
      "args": ["--directory", "C:/path/to/spirrow-unrealwise/Python", "run", "python", "unreal_mcp_server.py"],
      "env": {
        "SPIRROW_UE_HOST": "127.0.0.1",
        "SPIRROW_UE_PORT": "8080"
      }
    }
  }
}

Verify Installation

  1. Launch Unreal Editor with SpirrowBridge plugin enabled
  2. Open Claude Desktop and try: "List all actors in the current level"

Usage Examples

"Create an Actor Blueprint called BP_Enemy"

"Add a SphereComponent to BP_Enemy with radius 500"

"Create a Widget Blueprint WBP_HUD and add a centered ProgressBar"

"Create a BehaviorTree BT_Enemy and add a Selector node"

"Set up AIPerception with sight sense, 2000 unit range, 90 degree FOV"

Project Structure

spirrow-unrealwise/
├── Python/                    # MCP Server
│   ├── unreal_mcp_server.py   # Main server entry
│   ├── tools/                 # Tool definitions (12 modules)
│   └── tests/                 # Test suite
├── MCPGameProject/Plugins/    # UE Plugin
│   └── SpirrowBridge/         # Editor module
├── Docs/                      # Documentation
└── templates/                 # Material templates

Development

Running Tests

cd Python && python tests/run_tests.py

Adding New Commands

See Docs/PATTERNS.md for implementation patterns and guidelines.

Environment Variables

Variable Default Description
SPIRROW_UE_HOST 127.0.0.1 Unreal Editor host
SPIRROW_UE_PORT 8080 Unreal Editor port
AI_IMAGE_SERVER_URL http://localhost:7860 Stable Diffusion server

Version History

v0.9.0 (Beta) - 2026-02-15

  • BehaviorTree Health Check: detect_broken_bt_nodes and fix_broken_bt_nodes
  • Automatically detect and remove broken nodes (null NodeInstance) from BehaviorTrees
  • Fixes the "red error decorator" issue after compilation failures

v0.8.11 (Beta) - 2026-01-26

  • Added find_cpp_function_in_blueprints - Search for function callers across Blueprints

v0.8.10 (Beta) - 2026-01-12

  • AI Image Generation integration (Stable Diffusion Forge)
  • Asset utility tools (texture import, folder management)

v0.8.0 (Beta) - 2026-01-06

  • Phase H: AIPerception & EQS support (11 tools)
  • Complete AI system coverage (28 tools total)

See Docs/CHANGELOG.md for full history.


Contributing

Contributions are welcome! Please feel free to submit issues and pull requests.


License

MIT License - see LICENSE for details.


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自然言語による指示でUnreal Engineのエディタ操作を自動化するMCPサーバ

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