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出品Claude Assistant - Blueprints and Code generatorのメディア1

説明

CLAUDE ASSISTANT 2.0 - The Agentic AI That Operates Your Unreal Editor

Tell Claude what should happen — it builds it.

Claude Assistant 2.0 is not a chat window bolted onto Unreal. It is an AI agent

with hands: 80 editor tools that let Claude create and edit Blueprints, Widgets,

Behavior Trees, DataTables, Materials and level actors directly inside the UE5

Editor, from a single plain-English instruction. It then compiles the result and

reads back the errors to fix its own work.

Type: "Create an Actor Blueprint called Enemy with a StaticMesh component and a

float Health = 100; on BeginPlay, if Health is above zero print 'alive'."

Claude creates the asset, adds the component and the variable, places the event,

the Branch and the comparison, wires every pin, sets the literals, compiles, and

reports the result. One instruction, a working Blueprint.

WATCH IT IN ACTION

• Agentic Blueprint generation — Claude builds a full graph from one sentence:

https://youtu.be/ptPu3jc32zc

• Widgets, Materials and DataTables built by AI:

https://youtu.be/mNA9igZCGlQ

• Live demo — C++ Actor generated and compiled without leaving UE5:

https://youtu.be/FvwfqMOuK_Y

HOW IT WORKS

The plugin ships a dockable chat panel and a local tool bridge. When you send an

instruction, Claude plans the sequence of editor operations and executes it step

by step through 80 purpose-built tools (Model Context Protocol). Every operation

runs inside the editor on a localhost-only, token-protected bridge: nothing is

exposed to the network, and your project never leaves your machine except for

the AI conversation with Anthropic.

Claude sees your editor context (which asset is open, its variables, functions,

graph nodes and pins), acts on it, compiles, reads errors and warnings back, and

iterates until the request is fulfilled. Every mutation is a real editor

transaction: Ctrl+Z undoes each step, and destructive actions ask you first.

FULL BLUEPRINT AUTHORING — EVERY NODE IN THE ENGINE

• Creates Blueprints with any parent class (Actor, Pawn, Character, components,

your own C++ classes).

• Adds components, member variables (categories, tooltips, instance-editable,

expose-on-spawn), functions WITH input/output parameters, events (BeginPlay,

Tick, Custom Events), and implements Blueprint Interfaces.

• Places ANY node the editor palette offers — engine and installed plugins —

via a built-in search over Unreal's own Blueprint Action Database. Delay,

math, GetPlayerController, third-party plugin nodes: if you can right-click

it, Claude can place it.

• Dedicated fast tools for the common cases: Branch, Sequence, ForLoop /

ForEach / While (with break variants), Cast, Make/Break Struct, variable

Get/Set, function calls.

• Wires pins, sets pin defaults, edits node properties (details-panel values),

disconnects, deletes — in the Event Graph or inside any function/macro graph.

• COMPILE & SELF-FIX: Claude compiles the Blueprint, reads back errors and

warnings, and corrects its own work.

BEYOND BLUEPRINTS

• Widgets (UMG): builds the designer tree (buttons, text blocks, panels), sets

texts, colors and properties, persists into the Widget Blueprint.

• Behavior Trees & Blackboards: composes Selectors, Sequences, Tasks and

Decorators, configures node properties (e.g. wait times), adds Blackboard

keys. Generates the real runtime tree, not just visuals.

• DataTables & Structs: creates structs and enums, reads the row struct of any

DataTable and generates schema-correct rows, one at a time or in batch.

• Materials: creates expression nodes, sets their values, connects Base Color /

Roughness / Emissive and recompiles the material.

• Level: spawns actors, edits transforms and properties, lists and finds what

is in the scene.

• Asset pipeline: creates 9 asset types (Blueprint, Widget BP, Anim BP,

Behavior Tree, Blackboard, DataTable, Material, Struct, Enum), plus find,

duplicate, rename, delete.

• Play-In-Editor: starts and stops PIE on request.

• Python fallback: for the long tail, a confirmation-gated run_python tool

gives access to the full Unreal Python API.

CLASSIC ASSISTANT FEATURES, STILL HERE

• UE5-native C++ generation: correct UPROPERTY / UFUNCTION / UCLASS / USTRUCT,

automatic #include suggestions, Blueprint exposure annotations.

• Smart auto-compilation with AI error recovery (Live Coding on Windows).

• Project analysis and file attachments for deep context.

YOUR SUBSCRIPTION IS ENOUGH

• Subscription mode — use the Claude Pro or Max plan you already pay for,

through the official Claude Code CLI. No separate API account, no per-token

bills. One-time OAuth login, auto-detected CLI path.

BUILT LIKE A TOOL FOR PROFESSIONALS

• Everything is undoable: every mutation runs in an editor transaction —

Ctrl+Z works, step by step.

• Destructive actions ask first: deletions and Python execution require your

confirmation in-editor.

• Per-project curation: disable whole tool categories (e.g. Python, PIE,

Level) from Project Settings.

• Runtime-verified: every tool in the registry is exercised by an automated

in-editor self-test suite before release.

EXAMPLE PROMPTS

"Create BP_Enemy with a StaticMesh and 100 Health; on BeginPlay, if Health > 0

print 'alive', else print 'dead'. Compile and tell me if there are errors."

"Build a WBP_HUD with a vertical box, a 'Score: 0' TextBlock and a Button."

"Make a behavior tree: Selector; first branch Sequence with MoveTo + Wait 2s;

second branch Wait 5s. Blackboard decorator on IsAlerted."

"Create a struct FWeaponRow (Name, Damage), a DataTable on it, and fill it

with 5 weapons."

"Turn M_Green into a pulsing emissive material."

EASY SETUP

Option A — Claude Pro/Max Subscription (recommended, no extra billing)

1. Install the plugin in your project's Plugins folder

2. Install Claude Code from https://claude.com/download

3. In a terminal: claude /login (one-time OAuth)

4. Project Settings > Plugins > Claude Assistant > Auth Mode = Subscription

5. Press Ctrl+Shift+C and tell Claude what to build

TECHNICAL SPECIFICATIONS

• Engine Version: Unreal Engine 5.3 - 5.7 (verified BuildPlugin success on all five)

• Module Type: Editor Plugin (ClaudeAssistantCore Runtime + ClaudeAssistantEditor)

• 80 editor tools exposed via a local MCP (Model Context Protocol) server

• Platforms: Windows, macOS, Linux (Editor only — nothing ships in packaged games)

• Dependency: enables the built-in Python Editor Script Plugin (ships with the

engine) — it powers the run_python fallback tool. No third-party binaries.

• Subscription mode: official Claude Code CLI subprocess (models from your plan)

• API mode: Anthropic Claude (Sonnet 4.6 default, Opus 4.7, Haiku 4.5 + legacy)

• Network: connects only to Anthropic (api.anthropic.com or via the Claude CLI);

the in-editor bridge is localhost-only and token-protected

• Full C++ source code included

WHAT'S NEW IN v2.0.0

• AGENTIC: Claude now operates the editor — 13 tools became 80

• Full Blueprint authoring + new domains: Widgets, Behavior Trees, DataTables,

Structs & Enums, Materials, Level actors, asset management, PIE control

• Blueprint Action Database search: place any node the engine or your plugins offer

• Editor-transaction undo, destructive-action confirmations, per-project curation

• Automated in-editor self-test covering the whole tool registry (80/80 PASS)

• Feedback buttons in Project Settings (Suggest a Feature / Report a Bug)

SUPPORT

Documentation and support available at https://www.pixelsdesign.it/claude-assistant.html

Suggest a feature: https://www.pixelsdesign.it/feature-request.html

Report a bug: https://www.pixelsdesign.it/bug-report.html

© 2026 PixelsDesign - Luca Tocco. All Rights Reserved.

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