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Quick Start

Five minutes, assuming the plugin is installed and the MCP dependencies are on.

Two ways in:

  • Window → Tools → Terminal → Terminal 1 opens a dockable terminal tab. There are four numbered tabs available; dock them wherever you like.
  • Alt+F2 flicks open the panel drawer at the bottom of the editor — the same terminal, hosted in the status bar, out of the way when you don’t need it. Press Alt+F2 again to dismiss it.

You should land at a prompt in your project directory, running whichever shell the plugin picked (PowerShell if it is installed, otherwise Command Prompt).

Terminal window
PS T:\MyProject>

Type something ordinary to confirm the PTY is live:

Terminal window
echo "all aboard"

Your CLI agent needs to know the editor’s MCP server exists. Conductor Terminal can write that entry into the agent’s own config file for you — it supports 25+ agent targets, project-scoped and user-scoped.

Open the plugin’s connection panel from the terminal’s top bar, pick your agent, and let it write the config. It backs up the existing file first (.bak, rotating) and merges rather than overwrites, so hand-written entries survive.

What gets written is a plain HTTP MCP entry pointing at the editor:

.mcp.json (Claude Code, project-scoped)
{
"mcpServers": {
"unreal-mcp": {
"type": "http",
"url": "http://127.0.0.1:8000/mcp"
}
}
}

From the terminal, launch your agent exactly as you normally would:

Terminal window
claude

The agent connects to unreal-mcp on startup. Ask it what it can see:

> what unreal tools do you have?

It should list Epic’s editor toolsets alongside the Cndctr Terminal toolset — the twelve tools this plugin publishes. If it lists nothing Unreal-related, see Troubleshooting → The agent can’t see the editor.

> open the level blueprint for the current map and tell me what's in it

Two things are worth noticing in the reply.

It already knows what you are looking at. By default the plugin prefixes each agent turn with a short snapshot of editor state — the current level, your selected actors, recent errors. That is Editor Context Injection, and you can turn it off.

Asset paths in the reply are clickable. When the agent prints /Game/Maps/L_Station, that text becomes a link; clicking it syncs your Content Browser to the asset. See Asset Links.

Ask for something slow:

> recompile all blueprints and let me know when you're done

When it finishes, the agent can call NotifyUser to raise a toast in the bottom-right of the editor — with the built-in train-horn chime. It does not steal focus, so you can keep working while it runs.