openclaw-unreal-plugin
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- License — License: Apache-2.0
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- Active repo — Last push 0 days ago
- Community trust — 12 GitHub stars
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- process.env — Environment variable access in MCP~/index.js
- network request — Outbound network request in MCP~/index.js
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36 MCP tools to drive the Unreal Editor from any MCP-compatible AI agent — levels, actors, components, assets, and console. OpenClaw gateway included for remote and chat access.
OpenClaw Unreal Plugin
MCP (Model Context Protocol) bridge for Unreal Engine — lets AI agents control the Unreal Editor in real time.
Version 1.3.0
Features
- 36 MCP tools for level, actor, transform, component, editor, debug, input, asset, console, and blueprint control
- Editor Panel — Window → OpenClaw Unreal Plugin: a dockable tab showing connection status, MCP info, connect/disconnect buttons, and a live log
- Real-time control of the Unreal Editor from any MCP-compatible AI agent
- Zero config — install the plugin, connect OpenClaw, and go
Installation
- Copy the
OpenClawfolder into your project'sPlugins/directory - Restart the Unreal Editor
- Enable the plugin in Edit → Plugins if not already enabled
- Open the panel: Window → OpenClaw Unreal Plugin
Tools (36)
Level
| Tool | Description |
|---|---|
level.getCurrent |
Get the current level name |
level.list |
List all levels in the project |
level.open |
Open a level by name |
level.save |
Save the current level |
Actor
| Tool | Description |
|---|---|
actor.find |
Find actors by name or class |
actor.getAll |
Get all actors in the level |
actor.create |
Create an actor (StaticMeshActor/Cube, Sphere, Cylinder, Cone, PointLight, Camera) |
actor.delete |
Delete an actor by name |
actor.getData |
Get detailed actor data |
actor.setProperty |
Set actor properties via UE reflection system |
Transform
| Tool | Description |
|---|---|
transform.getPosition |
Get actor position |
transform.setPosition |
Set actor position |
transform.getRotation |
Get actor rotation |
transform.setRotation |
Set actor rotation |
transform.getScale |
Get actor scale |
transform.setScale |
Set actor scale |
Component
| Tool | Description |
|---|---|
component.get |
Get component data from an actor |
component.add |
Add a component to an actor |
component.remove |
Remove a component from an actor |
Editor
| Tool | Description |
|---|---|
editor.play |
Start Play-In-Editor (uses RequestPlaySession) |
editor.stop |
Stop Play-In-Editor |
editor.pause |
Pause Play-In-Editor |
editor.resume |
Resume Play-In-Editor |
editor.getState |
Get current editor state |
Debug
| Tool | Description |
|---|---|
debug.hierarchy |
Get the actor hierarchy tree |
debug.screenshot |
Take an editor screenshot |
debug.log |
Write to the output log |
Input
| Tool | Description |
|---|---|
input.simulateKey |
Simulate a key press |
input.simulateMouse |
Simulate mouse input |
input.simulateAxis |
Simulate axis input |
Asset
| Tool | Description |
|---|---|
asset.list |
List assets in a path |
asset.import |
Import an external asset |
Console
| Tool | Description |
|---|---|
console.execute |
Execute a console command |
console.getLogs |
Read project log file (supports count and filter params) |
Blueprint
| Tool | Description |
|---|---|
blueprint.list |
List blueprints in the project |
blueprint.open |
Open a blueprint in the editor |
Connection Modes
Mode A: OpenClaw Gateway (Remote Access)
Telegram/Discord/Web → OpenClaw Gateway → HTTP Polling → Unreal Plugin
Works automatically when the Gateway is running. No extra setup needed.
Mode B: MCP Direct (Claude Code / Cursor)
Claude Code / Cursor → MCP Server (stdio) → HTTP → Unreal Plugin (port 27184)
The plugin runs an embedded HTTP server on port 27184. Use the included MCP bridge:
Claude Code:
claude mcp add unreal -- node /path/to/Plugins/OpenClaw/MCP~/index.js
Cursor: Add to .cursor/mcp.json:
{
"mcpServers": {
"unreal": {
"command": "node",
"args": ["/path/to/Plugins/OpenClaw/MCP~/index.js"]
}
}
}
Both modes run simultaneously — you can use Gateway and MCP Direct at the same time.
Editor Panel
Access via Window → OpenClaw Unreal Plugin. The dockable panel provides:
- Status indicator — connection state at a glance
- MCP info — server address and protocol details
- Connect / Disconnect buttons
- Live log — scrollable log of MCP messages and tool calls
Troubleshooting
Plugin not loading or stale binaries
If the plugin fails to load, shows outdated behavior, or you get linker errors after updating, clear the build cache:
rm -rf YourProject/Plugins/OpenClaw/Binaries YourProject/Plugins/OpenClaw/Intermediate
Then restart the Unreal Editor — it will recompile the plugin from source.
Connection issues
- Make sure OpenClaw Gateway is running (
openclaw gateway status) - Check the Editor Panel log for error messages
- Verify firewall isn't blocking the MCP port
🎭 AI Personas for Game Development
Want your AI agent to have a consistent personality while developing your game? ClawSouls provides open-source persona packages (Soul Spec) that work with OpenClaw and other AI frameworks. Give your coding assistant a specialized game dev personality, or create custom NPC behavior profiles.
- Browse community souls: clawsouls.ai
- Soul Spec standard: soulspec.org
- Quick start:
npx clawsouls init my-game-dev --spec 0.4
License
This project has been licensed under Apache-2.0 since its initial release.
Copyright 2026 Tom Lee (TomLeeLive)
Securing the MCP Direct Server
Two additional hardening layers (v1.3.1+):
- Browser-origin rejection — requests carrying an
Originheader are refused (403). Local MCP clients never send one; web pages probing the local port do. - Optional shared-secret auth — set the same environment variable for the Unreal Editor process and your MCP client, then restart both:
export OPENCLAW_BRIDGE_TOKEN="some-long-random-string"
When set, every request must carry X-OpenClaw-Token: <token> (the bundled MCP~/index.js sends it automatically). Unset = no auth, matching previous behavior.
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