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Conductor Terminal

A real terminal inside the Unreal Editor — and the cab from which you drive an AI agent working on your project.
Conductor Terminal — a steam locomotive lit in electric blue, pulling into a rail yard at night
Unreal Engine 5.8+Windows 64-bitConPTY nativeMCP agent-readyby Reality Shift LLC
Terminal 1 — PowerShell
PS T:\MyProject> claude
╭────────────────────────────────────────────────╮
  Claude Code — connected to unreal-mcp        
╰────────────────────────────────────────────────╯

> the door blueprint won't fire its overlap, take a look

 Reading /Game/Blueprints/BP_Door
 Found it — the collision component has
  Generate Overlap Events unchecked. Fixed and recompiled.
 NotifyUser("Door fixed", "Recompiled BP_Door")   🚂

Conductor Terminal puts a real terminal — a genuine ConPTY, not a log window — inside the Unreal Editor. You can use it as an ordinary shell, but that is not what it is for.

Its purpose is to be the place where you and an AI coding agent talk while that agent works on your Unreal project. You run Claude Code, Codex, OpenCode or any other CLI agent inside the terminal; the plugin exposes the editor to that agent over MCP, so it can see what you are looking at, read what is on screen, and get your attention when it needs you.

Native, not a webview

A Slate renderer driven by a real ConPTY. Full ANSI, alternate-screen TUIs, the Kitty keyboard protocol, and 5,000 lines of scrollback per pane.

Built for the agent

Twelve MCP tools let the agent split panes, drive sessions, read the screen, and raise an in-editor toast — plus a train-horn chime — when it needs you.

Clickable asset paths

/Game/... paths printed by the agent become links that sync the Content Browser. Drag assets in from the browser and their object paths are typed for you.

It survives restarts

Tabs, sessions, split layouts and per-pane tints all come back after an editor restart. With psmux or tmux, so do the live shells.


Conductor Terminal is a product of Reality Shift LLC.