Quick Start
Five minutes, assuming the plugin is installed and the MCP dependencies are on.
1. Open a terminal
Section titled “1. Open a terminal”Three ways in:
- Tools → Conductor Terminal → Conductor Terminal 1 opens a dockable terminal tab. There are four numbered tabs available; dock them wherever you like.
Alt+F2flicks open the panel drawer at the bottom of the editor — the same terminal, hosted in the status bar, out of the way when you don’t need it. PressAlt+F2again to dismiss it.- The Conductor Terminal button in the editor’s status bar toggles that same drawer with the mouse.
You should land at a prompt in your project directory, running PowerShell (PowerShell 7 if it is installed, otherwise Windows PowerShell).
PS T:\MyProject>Type something ordinary to confirm the PTY is live:
echo "all aboard"2. Point your agent at the editor
Section titled “2. Point your agent at the editor”Your CLI agent needs to know the editor’s MCP server exists. Conductor Terminal can write that entry into the agent’s own config file for you — it supports 25+ agent targets, project-scoped and user-scoped.
Click the gear button in the terminal’s top bar (or open Edit → Editor Preferences → Plugins
→ Conductor Terminal), scroll to Unreal MCP Client Config, find your agent’s row and click
Write to Project Config or Write to User Config. A green check appears on the row once the
entry is present. The writer backs up the existing file first (.bak, rotating) and merges rather
than overwrites, so hand-written entries survive.
What gets written is a plain HTTP MCP entry pointing at the editor:
{ "mcpServers": { "unreal-mcp": { "type": "http", "url": "http://127.0.0.1:8000/mcp" } }}3. Start the agent in a pane
Section titled “3. Start the agent in a pane”From the terminal, launch your agent exactly as you normally would:
claudeThe agent connects to unreal-mcp on startup. Ask it what it can see:
> what unreal tools do you have?It should list Epic’s editor toolsets alongside the Cndctr Terminal toolset — the twelve tools this plugin publishes. If it lists nothing Unreal-related, see Troubleshooting → The agent can’t see the editor.
4. Give it something to do
Section titled “4. Give it something to do”> open the level blueprint for the current map and tell me what's in itTwo things are worth noticing in the reply.
It can know what you are looking at. When the agent reads the Conductor Terminal skill through
Epic’s GetSkills tool, the plugin appends a short snapshot of editor state — the current level,
your selected actors, recent errors and warnings. That is
Editor Context, and you can turn it off.
Asset paths in the reply are clickable. When the agent prints /Game/Maps/L_Station, that text
becomes a link; Ctrl+click it to sync your Content Browser to the asset. See
Asset Links.
5. Show it something
Section titled “5. Show it something”Take a screenshot of the problem, then Ctrl+V in the terminal. The plugin saves the image under
Saved/ConductorTerminal/PastedImages/ and types the file path at your prompt, so the agent can
open the picture. See Keyboard & Mouse → Image paste.
6. Let it call you back
Section titled “6. Let it call you back”Ask for something slow:
> recompile all blueprints and let me know when you're doneWhen it finishes, the agent can call NotifyUser to raise a toast in the bottom-right of the
editor — with the built-in train-horn chime. It does not steal focus, so you can keep working while
it runs.
Where next
Section titled “Where next”- Lay out your cab → Splits, Sessions & Persistence
- Change shells → Shells & Workspaces
- See everything the agent can do → MCP Tool Reference
- Turn the horn off → Settings Reference
