Quick Start
Five minutes, assuming the plugin is installed and the MCP dependencies are on.
1. Open a terminal
Section titled “1. Open a terminal”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+F2flicks 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. PressAlt+F2again 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).
PS T:\MyProject>Type something ordinary to confirm the PTY is live:
echo "all aboard"2. Point your agent at the editor
Section titled “2. Point your agent at the editor”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:
{ "mcpServers": { "unreal-mcp": { "type": "http", "url": "http://127.0.0.1:8000/mcp" } }}3. Start the agent in a pane
Section titled “3. Start the agent in a pane”From the terminal, launch your agent exactly as you normally would:
claudeThe 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.
4. Give it something to do
Section titled “4. Give it something to do”> open the level blueprint for the current map and tell me what's in itTwo 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.
5. Let it call you back
Section titled “5. Let it call you back”Ask for something slow:
> recompile all blueprints and let me know when you're doneWhen 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.
Where next
Section titled “Where next”- Lay out your cab → Splits, Sessions & Persistence
- Change shells → Shells & Workspaces
- See everything the agent can do → MCP Tool Reference
- Turn the horn off → Settings Reference