The basics
What is Webified Bridge?
Webified Bridge exposes the Unreal Engine 5 editor as a Model Context Protocol (MCP) server. That lets an AI agent — Claude Code, Cursor, VS Code Copilot, Google Antigravity, or any MCP-compatible client — spawn actors, author Blueprints, audit assets, drive Play-In-Editor tests, and automate your pipeline directly inside the live editor. It’s not a copilot bolted into a panel; it’s a programmable control plane that turns UE5 into an API endpoint for your agent.
What can it actually do?
The current release ships 286 tools spanning level editing, asset management, Blueprint authoring (including node-graph logic), DataTables, materials, the sequencer, source control, PIE testing, and project validation — plus 36 composite “recipe” workflows that run multi-step jobs in a single call. Highlights:
- Build levels hands-free — spawn props, add a three-point lighting rig, frame the camera, capture a screenshot.
- Author Blueprints — create variables, functions, components, and full node graphs (23 node types), then compile.
- Create types from a prompt — User-Defined enums, structs (typed fields), Blueprints, and DataTables with row CRUD.
- Vision — the agent can take a viewport screenshot and read it back as an image to see the result and adjust.
- Automate PIE tests — save, launch, run console commands, capture stats, tear down, report pass/fail.
Is this an AI? Does it write my game for me?
No. Webified Bridge is the bridge, not the brain. It gives your existing AI agent a safe, structured set of controls for UE5. The intelligence comes from whatever MCP client you connect (e.g. Claude Code). Webified Bridge just turns the agent’s requests into real editor actions — and gates the dangerous ones.
Buying & licensing
How much does it cost and where do I buy it?
It’s a one-time purchase on Fab (Epic’s marketplace), with two revenue-gated tiers:
| Tier | Price | Who it’s for |
|---|---|---|
| Personal | $59 | Individuals/entities under $100k gross revenue in the prior 12 months |
| Professional | $99 | Required for entities over $100k gross revenue in the prior 12 months |
Both tiers grant the same usage rights — the tier is purely revenue-based, matching Fab’s standard model. No subscription, no per-call fees.
Do I get free updates?
Yes — free updates within the major version. Buy v1.x and every v1.x update is included at no extra cost.
Can I use it in a commercial / shipping game?
Yes. The plugin is editor-only with no runtime footprint, so nothing from Webified Bridge ships in your packaged build. You’re free to use it on commercial projects under the Fab license tier that matches your revenue.
Can my whole team / studio use one purchase? Is there volume pricing?
Licensing follows the Fab Standard License. For team seats, volume, or enterprise terms, email cs@webifiedservices.com.
What is your refund policy?
Purchases and refunds are handled through Fab/Epic under their standard refund policy — refund requests go through your Fab account.
Is there a free trial or demo?
There isn’t a separate trial build — a Fab purchase is the way in. The free, open-source WBSidecar companion and the full Getting Started guide are public, so you can see exactly how setup works before buying.
Requirements & compatibility
Which Unreal Engine versions are supported?
UE 5.4, 5.5, 5.6, and 5.7 — all verified all-green (18/18 checks per engine version). Versions 5.3 and earlier are not supported.
What are the system requirements?
- Windows 10 / 11 (64-bit) — Windows only.
- A C++ UE project is recommended. You don’t have to write any C++ — but the manual (source) install needs a C++-capable project to compile the plugin.
- UE’s built-in Python Editor Scripting Plugin (ships with the engine — no external Python install).
Does it work on Mac or Linux?
Not currently — Webified Bridge is Windows-only.
Will it slow down or bloat my packaged game?
No. It’s an editor-only plugin — it does nothing at runtime and ships nothing into your packaged build.
Is it network-replicated / multiplayer?
No. It controls the editor, not gameplay, and is not network-replicated.
AI clients & setup
Which AI agents / clients does it work with?
Any MCP-compatible client, including:
- Claude Code (Anthropic’s official CLI) — UE5 tools appear alongside Claude’s built-in tools, no extra subscription.
- Cursor
- VS Code Copilot (with MCP extensions)
- Google Antigravity (Gemini-based agentic IDE)
- Any other MCP-compatible agent (HTTP or stdio transport).
Do I need a Claude / OpenAI subscription or API key?
You need whatever your chosen agent requires (e.g. a Claude Code login). Webified Bridge itself adds no subscription and no per-call fees — every call runs locally on your machine.
How long does setup take?
About 10–15 minutes. Install the plugin from Fab, enable it in UE5, and add one JSON block to your MCP client’s config. Claude Code connects directly — no extra download; stdio-only clients (e.g. Claude Desktop) also grab the free WBSidecar.exe. Full walkthrough: the Getting Started guide.
What is WBSidecar, and do I need it?
WBSidecar.exe is a small, free, open-source helper that bridges agents speaking MCP over stdio to the plugin’s HTTP endpoint inside the editor (the UE editor is a GUI process with no stdin/stdout). Claude Code (CLI & VS Code) doesn’t need it — it connects directly over local HTTP. You only need WBSidecar for stdio-only clients like the Claude Desktop app. It’s a self-contained single executable (no .NET runtime install) downloaded free from GitHub. Remember to Unblock-File it after downloading.
The agent connects but I see no tools — what is wrong?
Almost always one of: (1) the UE editor isn’t open/running the plugin, (2) the config is in the wrong file for your client, or (3) you didn’t start a fresh agent session after editing config (MCP servers initialize at session start). The Getting Started troubleshooting section walks through each case.
Safety, security & privacy
Is my project data sent anywhere?
No. Everything runs locally: your agent → the Unreal editor (directly, or via WBSidecar for stdio-only clients), all over localhost. There’s no Webified cloud service and no telemetry — your project data never leaves your machine.
Can the AI delete my work by accident?
Destructive tools (e.g. asset.delete, level.destroy_actor) are protected by an approval gate — they require an explicit approved: true and the agent will ask you before proceeding. Nothing gets deleted without your sign-off.
Can I secure the connection?
Yes. The endpoint binds to loopback (127.0.0.1) by default, and you can set an optional bearer token in Project Settings — pass it as an Authorization header (direct HTTP), or the sidecar carries it automatically (stdio clients).
Extending & support
Can I add my own tools?
Yes. The tool catalog is a schema-validated YAML registry — each tool is roughly a 30-line YAML file validated at build time. You can extend the catalog without writing C++. Full C++ source for all plugin modules is also included.
Where do I get help?
- Discord: discord.gg/F2BkSmdQG — questions, workflows, and release news.
- Email: cs@webifiedservices.com
- Docs: Getting Started guide
What is coming next?
Webified Bridge is actively developed, with new tools and recipes shipping inside the v1.x line. Profiler and Import tools are on the product roadmap.