Getting Started

What you need

Requirement Version
Unreal Engine 5 5.4, 5.5, 5.6, or 5.7
UE project type C++ (Blueprint-only projects cannot load C++ plugins)
Claude Code Latest (install via npm install -g @anthropic/claude-code)
OS Windows 10 / 11 (64-bit)

Step 1 — Install the plugin

From Fab (purchased)

  1. Open Epic Games Launcher → Library → Vault.
  2. Find Webified Bridge and click Install to Engine (or Add to Project for a project-local install).
  3. Restart the Launcher if prompted.

Manual install (zip download)

  1. Unzip the download. You will see a WebifiedBridge/ folder.
  2. Copy it into your project’s Plugins/ folder.
  3. Right-click your .uproject file → Generate Visual Studio project files.
  4. Build the project in Visual Studio (DevelopmentEditor / Win64).

Step 2 — Enable the plugin in UE5

  1. Open your project in the Unreal Engine editor.
  2. Go to Edit → Plugins.
  3. Search for Webified Bridge.
  4. Check the box to enable it.
  5. Click Restart Now when prompted.

After restart, open Project Settings → Plugins → Webified Bridge to see the settings panel (port, bearer token). The defaults (port 34763, no token) work for local single-developer use.

Verify it started: open the Output Log and look for:

LogWBTransportHTTP: HTTP transport started — POST http://127.0.0.1:34763/wb/mcp

That line confirms the MCP endpoint is listening. If you don’t see it, check that the plugin is enabled and try restarting the editor.

Optional: once verified, open Window → Tools → Webified Bridge to see a live status panel with a green dot, tool count, and recent call log.

Step 3 — Configure Claude Code

Webified Bridge ships a helper process called WBSidecar.exe. Claude Code spawns it automatically; you just need to tell Claude Code where it lives.

Find WBSidecar.exe

After install the sidecar is at: Plugins/WebifiedBridge/Sidecar/win-x64/WBSidecar.exe

Copy the full absolute path. Example: C:UEProjectsMyGamePluginsWebifiedBridgeSidecarwin-x64WBSidecar.exe

Add to Claude Code

Open (or create) your Claude Code user config at C:Users<your-username>.claude.json and add the mcpServers block:

{
  "mcpServers": {
    "webified-bridge": {
      "command": "C:\\UEProjects\\MyGame\\Plugins\\WebifiedBridge\\Sidecar\\win-x64\\WBSidecar.exe",
      "args": ["--port", "34763"]
    }
  }
}

Bearer token (optional but recommended)

If you set a bearer token in Project Settings, pass it to the sidecar too:

"args": ["--port", "34763", "--token", "your-token-here"]

Step 4 — Verify the connection

  1. Make sure the UE5 editor is open with the plugin running.
  2. Open a new Claude Code terminal session (claude in any terminal).
  3. Type /mcp and press Enter.

You should see webified-bridge listed as connected with a tool count of 151.

If it shows disconnected: confirm the path to WBSidecar.exe in .claude.json is correct, confirm the UE editor is open, and check the Output Log for LogWBTransportHTTP messages.

Step 5 — Your first tool call

With the editor open and Claude Code connected, try:

What actors are currently in the level?

Claude calls level.list_actors and summarises what’s in the scene. That confirms the full round-trip: Claude Code → WBSidecar → plugin → Python → UE5 → back.

Step 6 — Try Example 1: Scene Dressing

Now do something real. This walkthrough takes 10–15 minutes and covers:

Everything happens through Claude Code. You watch the Unreal editor respond in real time.

Troubleshooting

“webified-bridge: disconnected” in /mcp

Output Log shows no LogWBTransportHTTP line

Tool calls return “connection refused”

Bearer token errors (HTTP 401)

What’s next

Example Focus
Example 1 — Scene Dressing Spawn actors, light them, frame and screenshot
Example 2 — Asset Pipeline Audit Scan content, audit assets, approval flow
Example 3 — PIE Test Automation Smoke tests, stat capture, pre-commit gates

Full tool reference and recipe catalog: Webified Bridge docs hub.