Unreal Engine 5.7+ plugin / v2.1.0 / native C++ MCP bridge

Any AI today. Any AI tomorrow.

11 AI providers preconfigured + custom endpoint for any OpenAI-compatible API. Native C++ MCP bridge for Claude Code, Cursor, Codex, Gemini CLI. Describe what you want: Blueprints, and watch it come to life.

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0 K lines of C++
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The most comprehensive
AI engine for UE5

Natural language to everything

Describe any game system in plain English. CodeScape translates your words into Blueprints, Materials, Niagara VFX, Level Sequences, Audio setups, and more. All native UE5 assets.

Contextual per-asset chat

AI session panels auto-injected into every editor, Blueprint, Material, Widget, AnimBP, BehaviorTree. Context-aware AI that understands what you're editing.

NodeForge Blueprint compiler

Advanced DSL-to-Blueprint compiler with 13-phase auto-layout engine. Generates production-ready node graphs with proper pin routing and reroute nodes.

100% native C++

Zero Python dependencies. Pure C++20 built directly on UE5 APIs. No external runtime, no overhead, just raw performance integrated into the editor.

Any AI, today or tomorrow

11 providers preconfigured (Claude, OpenAI, Gemini, DeepSeek, MiniMax, Groq, Mistral, Cohere, Grok, GLM, Ollama) plus a custom endpoint for any OpenAI-compatible API: OpenRouter, Together, vLLM, LM Studio, your self-hosted model. New LLM ships next month? Plug it in on day one. No plugin update required.

Any language. Native fluency.

Prompt CodeScape in English, French, Spanish, German, Japanese, Chinese, Portuguese, Arabic, Korean. Whichever language you think in, your AI provider is already natively multilingual: prompts go in verbatim, replies come back in the same language. Zero translation layer, zero setup, zero extra tokens.

Automatic backup & undo

Every write operation is protected. Pre-modification backups and FScopedTransaction support ensure you never lose work. Safety built into every tool.

Every editor.
One chat per asset.

Open a Blueprint, a Material, a Widget, an AnimBP, a Behavior Tree, or a Static Mesh. CodeScape docks a contextualized AI session right inside the editor. Same chat widget, different bound asset, different toolset. Plus a Fix button when a Blueprint won't compile.

codescape / unreal engine 5 editor session active

Click any tab to switch the bound asset.

The workspace
is your home base.

Most AI plugins give you one chat. CodeScape gives you a workspace per system. Each one has its own color, instructions, knowledge base, and history. Take a guided tour, or click around freely.

codescape / unreal engine 5 editor tour

321 tools.
One neural network.

Every node represents a tool category. Connections show how systems interact. Click any node to explore.

tools

Built for every
game creator.

CodeScape acting as a level design assistant inside Unreal Engine 5: a medieval village built from a natural language prompt.

Real session: "Build a small medieval village square greybox" → full level laid out in passes by CodeScape.

Indie developer

Prototype entire games in hours instead of weeks. One person can now do the work of a small team, from Blueprints to cinematics to audio.

Rapid prototyping Solo dev Full pipeline

AAA Studio

Automate repetitive pipeline tasks across hundreds of assets. Batch operations, validation, naming conventions, all from natural language commands.

Pipeline automation Batch ops Asset management

Technical artist

Create complex materials, Niagara VFX, and rendering configurations without writing a single line of shader code. Describe the look, get the nodes.

Materials & shaders VFX Rendering

Game designer

Design gameplay systems, AI behaviors, level layouts, and cinematics using natural language. Focus on the design, not the implementation details.

Gameplay systems AI behavior Level design

Any AI today.
Any AI tomorrow.

11 providers preconfigured out of the box, plus a custom endpoint for any OpenAI-compatible API. OpenRouter, Together, Fireworks, vLLM, LM Studio, your self-hosted weights, your company's internal gateway. New LLM ships next month? Plug in its URL on day one. Bring your own API keys. No middleman markup. No waiting for plugin updates.

CodeScape AI Provider Manager inside the Unreal Engine 5 editor: OpenAI, MiniMax, Zhipu GLM and Google Gemini configured side by side.

AI Provider Manager in the editor: configure as many providers as you want, switch active one in two clicks.

Your favorite CLI,
talking to your editor.

CodeScape ships a native C++ MCP server baked into the editor. No Python sidecar. No proxy. No 3rd-party bridge to install or update. Open Claude Code, Cursor, Codex, Gemini CLI (or any MCP-compatible client) and pilot Unreal Engine 5 directly through the standard Model Context Protocol over localhost.

An entire neon-grid racing game built end-to-end through the CodeScape MCP CLI Bridge: title screen, run config picker, in-game cockpit and structured Content browser.

A full racing game (Velocity / Neon Grid) shipped end-to-end through the MCP CLI Bridge. Title screen, gameplay, audio, content folders. All driven by prompts from outside the editor.

MCP server binds to 127.0.0.1 only. OFF by default. You enable it explicitly. Zero exposure to the network.

Engineered for
Unreal Engine.

01

Natural language input

User describes intent via contextual chat panel docked in any asset editor

02

Prompt reformulation

AI pre-processes and enriches the request with UE5 context and asset state

03

AI provider dispatch

Request sent to selected provider with 40KB+ dynamic system prompt

04

Tool call extraction

Response parsed for tool invocations via JSON + brute-force scan fallback

05

Tool registry dispatch

O(1) TMap lookup routes to the correct tool among 321 registered tools

06

Native UE5 execution

Tool executes natively, Blueprint nodes, material graphs, actors, VFX, all real assets with undo support

Depth and breadth,
by design.

Most AI plugins for Unreal Engine focus on Blueprint generation alone. CodeScape was built to cover the entire engine. Here's how it lines up against what you'll typically find on the marketplace.

Feature
CodeScape
Typical AI plugins for UE5
Total native tools
321
Usually under 100
Engine systems covered
79
A handful
AI providers
11 + custom ∞
Hardcoded list
Future LLMs (day-one)
✓ via custom endpoint
Wait for plugin update
Implementation
100% native C++ (zero deps)
Often Python sidecar
Per-asset chat (Blueprint, Material, Widget, AnimBP, BehaviorTree)
Global chat only
Blueprints
34 tools + NodeForge compiler
Basic generation
Cinematics / Sequencer
14 tools
Rarely covered
Niagara VFX
6 tools
Rarely covered
Audio / MetaSounds
14 tools
Rarely covered
Animation (motion matching, pose search, motion warping)
16 tools
Rarely covered
Landscape / terrain
2 tools
Rarely covered
PCG / world building
11 tools
Rarely covered
Physics / Chaos
8 tools
Rarely covered
Rendering (Lumen, Nanite, TSR)
15 tools
Rarely covered
GAS (Gameplay Ability System)
5 tools
Rarely covered
Auto backup & undo
✓ (every action)
Rarely included
MCP server
Native C++ (no Python)
Usually Python sidecar
MCP CLI clients
Claude Code / Cursor / Codex / Gemini CLI / any
Limited or none
Privacy (local-only logs, 127.0.0.1, no telemetry)
Varies
Test suites
20+
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Frequently asked
questions.

Everything you need to know before installing. Missing something? Open an issue on GitHub or ping us on Discord.

Do I need to install Python?

No. CodeScape is 100% native C++20, built directly on top of UE5 APIs. There is zero Python sidecar, zero external runtime. You install the plugin and it just works.

Which Unreal Engine versions are supported?

UE 5.7 and later. Earlier 5.x versions may compile but are not officially supported, since CodeScape uses recent Editor APIs (Material expression layout, Sequencer evaluation, World Partition introspection) that landed in 5.7.

Do I bring my own API keys, or do you charge me a markup?

You bring your own keys. CodeScape never proxies your prompts and never marks up tokens. You pay your AI provider directly at their public price. The plugin only orchestrates calls inside your editor.

Where does my code and prompt data go?

Only to the AI provider you select, exactly as if you were using their official client. The MCP server binds to 127.0.0.1 only and is OFF by default. No telemetry, no analytics, no third-party callouts. Logs stay on your machine.

Can it run fully offline?

Yes, with Ollama or any local OpenAI-compatible runtime (LM Studio, vLLM, llama.cpp server). Point the custom endpoint at http://127.0.0.1:<port>, paste your model name, you're set. Full air-gapped pipeline, no cloud roundtrip.

A new LLM ships next month, do I have to wait for a plugin update?

No. Add it via the custom endpoint feature: paste the OpenAI-compatible URL, the model name, and your key. It works on day one. The 11 preconfigured providers are just convenience defaults, not a hard limit.

What's the difference between the in-editor chat and the MCP CLI bridge?

The in-editor chat is a contextual panel docked next to whatever asset you're editing (Blueprint, Material, Widget, AnimBP, BehaviorTree). The MCP bridge exposes the same 321 tools to external clients like Claude Code, Cursor, Codex, or Gemini CLI through the standard Model Context Protocol. Same tools, two entry points.

Can it break my project? What about undo?

Every write tool wraps its action in FScopedTransaction (native Ctrl+Z) and writes a pre-modification backup to Saved/CodeScape/Backups/. If a generation goes wrong, hit undo in the editor or restore the backup file. Nothing destructive happens silently.

Does it work with Blueprint-only projects, or do I need a C++ project?

Both. The plugin ships as compiled binaries, so a pure Blueprint project picks it up from the Plugins folder without recompiling. C++ projects work identically, with full source available for inspection and customization.

Can I use it in a commercial / shipped game?

Yes. CodeScape is an editor-only tool. It is not packaged into your shipping build, it has zero runtime cost, and the assets it generates (Blueprints, Materials, etc.) are 100% yours, native UE5 assets you can ship and license freely.

Ready to build
with AI?

Transform your Unreal Engine workflow. Describe it. Build it. Ship it.

v2.1.0 / Unreal Engine 5.7+ / 100% C++ / Editor only / Zero dependencies