here's how to build a game in Unreal Engine with Claude Opus 5.5... the trick is letting Opus work inside the live editor, but there's a smart way to set it up: - step 1: Unreal Engine 5 + the Third Person template, so you can walk and jump from minute one - step 2: enable Unreal MCP and AllToolsets in the editor, start the server - step 3: install Epic's plugin in Claude Code and have Opus read the project before it changes anything - step 4: one prompt builds a playable base level: a valley, a dirt path, a town at the end, 3 glowing collectibles - step 5: test the whole route with the default mannequin before any custom art - step 6: bring in a rigged character on the UE5 Mannequin skeleton, Opus swaps it in and wires walk, run and jump - step 7: import your forest and town assets, Opus places them along the route - step 8: refine in small batches: vegetation, lighting, a minimap, the town entrance and the rule that saves the project... a successful tool call doesn't mean the lev

rewind@rewind025,323 followers2d ago
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here's how to build a game in Unreal Engine with Claude Opus 5.5... the trick is letting Opus work inside the live editor, but there's a smart way to set it up: - step 1: Unreal Engine 5 + the Third Person template, so you can walk and jump from minute one - step 2: enable Unreal MCP and AllToolsets in the editor, start the server - step 3: install Epic's plugin in Claude Code and have Opus read the project before it changes anything - step 4: one prompt builds a playable base level: a valley, a dirt path, a town at the end, 3 glowing collectibles - step 5: test the whole route with the default mannequin before any custom art - step 6: bring in a rigged character on the UE5 Mannequin skeleton, Opus swaps it in and wires walk, run and jump - step 7: import your forest and town assets, Opus places them along the route - step 8: refine in small batches: vegetation, lighting, a minimap, the town entrance and the rule that saves the project... a successful tool call doesn't mean the lev

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