4real
MCP Expansion ยท AI Editor Toolset ยท Unreal Engine 5.8+

AI agents that build your game in Unreal.

4real plugs into Unreal 5.8's native MCP server and adds a deep editor toolset โ€” terrain, UMG, Niagara, animation, materials, profiling โ€” plus its own fleet of Claude Opus 4.8 agents that turn a natural-language goal into real editor actions.

๐Ÿค– 4real's own AI agents

Most MCP toolkits are hands without a brain โ€” they wait for an external IDE agent to drive them. 4real brings its own. A lead orchestrator plans your goal into ordered steps and dispatches each to a domain specialist, all over MCP.

you โ”€โ”€goalโ”€โ”€โ–ถ Orchestrator โ”€โ”€plansโ”€โ”€โ–ถ [ Specialist ]โ”€โ”€tool callsโ”€โ”€โ–ถ MCP โ”€โ”€โ–ถ Unreal editor (Opus 4.8) (Opus 4.8 ร—N) (4real plugin)
terrain-architect

Terrain Architect

Landscapes, heightmaps, foliage, real-world/GPS terrain, PCG, map blockout.

ui-builder

UI Builder

UMG widgets and MVVM view-model bindings.

fx-artist

FX & Audio Artist

Niagara (incl. HLSL scratch pads), MetaSound, SoundCue.

animator

Animator

AnimSequence keyframes, AnimBP state machines, montages, skeletons.

blueprint-engineer

Blueprint Engineer

Graphs, enums/structs, data tables, gameplay tags, input, State Trees.

material-artist

Material Artist

Materials, material graphs, landscape materials, UV mapping.

profiler

Performance Profiler

Frame timing, CPU/GPU-bound diagnosis, Insights traces, PIE.

level-builder

Level Builder

Level actors, transforms, viewport, asset discovery.

๐Ÿง  Built to resist context rot

A long tool-calling loop normally bloats and degrades a model's working set. The fleet stays sharp across big jobs with layered defenses:

โœจ What the plugin adds

4real complements Unreal 5.8's native toolsets โ€” focusing on the depth the engine doesn't cover โ€” and registers into the engine's own ToolsetRegistry, MCP server, and AgentSkill system.

Terrain & world

Landscape sculpting, splines, auto-materials + RVT, foliage, FPS map blockout, real-world terrain from GPS.

FX, audio & anim

Niagara with HLSL scratch pads, MetaSound & SoundCue graphs, AnimSequence/Montage/AnimBP, skeleton editing.

UI & Blueprints

UMG + MVVM, higher-order Blueprint authoring โ€” timelines, dispatchers, delegates, batch graph builder.

โšก Performance & profiling

Frame timing with a CPU-vs-GPU-bound verdict, Unreal Insights trace capture, trace+log analysis.

Scene audit

Read-only scene_audit โ€” actor/class counts, mesh & light totals, Nanite split, missing materials, as JSON.

Editor safety

Transaction service wraps undo/redo so an agent can group and roll back its own edits.

๐Ÿš€ Get started

Drive the fleet from the CLI. --list-agents needs no API key or Unreal; a full run needs an Anthropic API key, and a live editor needs the plugin built into a UE 5.8+ project.

Run the agents

# clone & install the agent runtime
git clone https://github.com/ZubeidHendricks/4real
cd 4real/Agents && pip install -r requirements.txt
export ANTHROPIC_API_KEY=sk-ant-...

# turn a goal into editor actions
python -m fourreal_agents \
  "Block out a foggy forest arena and add a HUD health bar"

# or one specialist directly
python -m fourreal_agents --agent profiler \
  "Are we CPU- or GPU-bound this frame?"

# inspect the fleet โ€” no key, no Unreal needed
python -m fourreal_agents --list-agents

Connect a live editor

# 1. enable Unreal's native MCP (Edit โ–ธ Plugins)
#    Unreal MCP + Editor Tools, then start the server

# 2. drop 4real into your project
cd YourProject/Plugins
git clone https://github.com/ZubeidHendricks/4real ForReal

# 3. point the fleet at the editor's MCP endpoint
python -m fourreal_agents \
  --transport http --url http://127.0.0.1:8000/mcp \
  "Audit the level and tell me where the tris are"

Agents discover the editor's real tools via MCP list_tools and filter them per specialist automatically.

Unreal Engine 5.8+ Claude Opus 4.8 Model Context Protocol MIT licensed