Example 1 — Scene Dressing

Difficulty: Beginner–Intermediate  ·  Time: 15–20 minutes  ·  What you’ll learn: Using Claude Code to build and dress a whole scene from natural language — create a level, place props, light it for day and night, frame a shot, and drop in a player to walk around — without touching the editor UI.

📺 Companion video: this is the written version of the campsite build. (Video link coming when published.)


What this uses

This walkthrough reproduces the campsite from the video, so you can follow along with the same setup:


Prerequisites

Overview

  1. Confirm the bridge is live and see what’s in the project
  2. Create a fresh level
  3. Build a campsite from the camping props
  4. Light it for daytime, then flip it to night
  5. Frame the scene and capture a screenshot
  6. Drop in a player start and walk around in Play-In-Editor

Everything happens through the webified-bridge MCP server — you type in Claude Code, Claude calls the tools, the editor responds in real time.


Step 1 — Connect and orient

Confirm WebifiedBridge is working, then show me what camping assets are in the project.

Claude reads wb.manifest (plugin/engine versions, tool count — proof the bridge is live) and lists /Game/GanzSe_Camping_Props/ so it knows what it has to work with.

Step 2 — Create a level

Create a new empty level called l_Camp.

Claude calls level.new_level (it asks for confirmation first — creating a level is a fresh start). The new level opens, empty.

Step 3 — Build the campsite

Using the camping assets, build a campsite: a ground tile, a tent with the door facing the
camera, a campfire with the cooking pot over it, a couple of stools, some firewood, a crate,
a barrel, a lantern, and a tree, a bush and some rocks around the edges.

Claude spawns each prop with editor.spawn_actor_from_asset (spawning from the BP_FCP_* blueprint means the mesh and materials come pre-assigned), arranging them into a scene. The camping props are authored large, so Claude scales the oversized tree/rocks down to fit. Watch the Outliner fill in.

Step 4 — Light it for day

Light the scene for a clear day.

Claude adds a SkyAtmosphere, a DirectionalLight set as the atmosphere sun, and a SkyLight with real-time capture for ambient fill.

One gotcha worth knowing: the camping blueprints glow (emissive fire/lantern materials) but they don’t actually cast light. So Claude also drops a warm PointLight at the campfire so it lights the surrounding props. Ask for “make the firelight warmer/brighter” and it adjusts the colour and intensity.

Step 5 — Frame and screenshot

Frame a nice hero shot of the camp in game view and take a screenshot so I can see it.

Claude moves the viewport camera, switches to Game View (hides editor gizmos), runs HighResShot, polls for the file, and reads the image back inline so it can see the result.

Tip: if the editor is backgrounded and the shot never appears, run Slate.bAllowThrottling 0 once — a backgrounded editor throttles rendering and defers the capture.

Step 6 — Flip it to night

Now show me the same camp at night.

This is the fun one — same scene, one sentence. Claude lowers and cools the sun toward moonlight, dims the sky light, boosts the campfire point light, adds a warm lantern light, and rolls in some ExponentialHeightFog. Take another screenshot to compare day vs. night.

Step 7 — Walk it

Add a player start in front of the camp, then start Play-In-Editor so I can walk around.

Because you started from the Third Person template, its game mode already supplies the pawn, controller, and input — so a single PlayerStart is all that’s needed. Claude spawns it, saves the level, and calls pie.start. Click into the play viewport and walk the camp with WASD + mouse.


What just happened

Editor restarts: 0.

Tools & recipes used

Tool / recipe Description
editor.spawn_actor_from_asset Place a prop (mesh/blueprint) into the level with its mesh pre-assigned
level.new_level / level.set_actor_transform Create the level; position and scale props
level.spawn_actor_from_class Spawn the sky/sun/sky-light/point-light/fog actors
viewport.set_camera_info / viewport.set_game_view Frame and clean up the shot
console.execute_command (HighResShot) Capture the screenshot
pie.start / pie.end Walk the finished scene

Going further