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:
- Starting project: Unreal’s Third Person template, C++ version (File → New Project → Games → Third Person → C++). It gives you a playable character and game mode out of the box, so all you need to walk the finished scene is a player start.
- Art: the free GanzSe FREE Camping – Fantasy Low Poly Props pack from Fab. After adding it to the project it lives at
/Game/GanzSe_Camping_Props/asBP_FCP_*blueprints. Any meshes work if you’d rather not download it — the steps are the same; only the asset names change.
Prerequisites
- Unreal Engine 5.4–5.7 with a C++ project (verified on 5.7) — the Third Person (C++) template is what this example assumes.
- Webified Bridge installed, enabled, and connected to Claude Code over direct HTTP — Claude Code talks straight to the plugin’s MCP endpoint, no helper process needed. (Stdio-only clients like Claude Desktop use the WBSidecar bridge instead.) See the Getting Started guide.
- The GanzSe camping pack added to the project (free — link above), or any prop meshes you like.
Overview
- Confirm the bridge is live and see what’s in the project
- Create a fresh level
- Build a campsite from the camping props
- Light it for daytime, then flip it to night
- Frame the scene and capture a screenshot
- 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
PointLightat 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 0once — 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
- Confirmed the bridge and inventoried the camping pack
- Created a level with
level.new_level - Built a full campsite with
editor.spawn_actor_from_asset(props pre-assigned on spawn) - Lit it for day, then re-lit it for night — sky, sun, sky light, plus point lights for the fire/lantern glow
- Framed and captured day and night screenshots, read back as images
- Dropped a
PlayerStartand walked the scene in PIE
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
- Iterate by conversation — “rotate the tent so the door faces the camera,” “make the fire warmer,” “add a second tent.” The plugin responds to plain direction.
- Next: Example 2 — Asset Pipeline Audit and Example 3 — PIE Test Automation.