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Claude Setup

Set up Claude Code to work with Blueprint AI Assistant for AI-powered Blueprint development.

Configure Claude Code (or any AI assistant) to use the BlueprintAIAssistant (BAA) plugin for reading and modifying Blueprints from the command line or AI.

1. Install the plugin#

Copy the BlueprintAIAssistant/ folder into your project's Plugins/ directory. Open the project in UE editor and verify the plugin is enabled under Edit > Plugins > "Blueprint AI Assistant".

2. Find your engine path#

BAA needs the path to UnrealEditor-Cmd.exe. Common locations:

  • Source build: C:\Unreal\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe
  • Launcher install: C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe

Verify it exists before proceeding.

3. Add to your project's CLAUDE.md#

Add this block to your project's CLAUDE.md file (create one if it doesn't exist). Replace the paths with your actual engine and project paths:

## BlueprintAIAssistant (BAA)

Plugin for reading and modifying Blueprints, Materials, DataTables, and other
UE assets from the command line or AI. See [AI_GUIDE.md](Plugins/BlueprintAIAssistant/Docs/AI_GUIDE.md)
for the full operation list.

### Paths
- Engine: `C:\YOUR_ENGINE_PATH\Engine\Binaries\Win64\UnrealEditor-Cmd.exe`
- Project: `C:\YOUR_PROJECT_PATH\YourProject.uproject`

### Quick reference
See `Plugins/BlueprintAIAssistant/Docs/AI_GUIDE.md` for the complete verb
list and invocation patterns. Load this file when you need to work with
Blueprint assets.

### Transport (use fastest available)
1. Check `curl -s http://localhost:7850/baa/v1/status` -- if success, use HTTP
2. If refused and multiple ops needed, launch BAAServer in background
3. Otherwise, one-shot commandlet

### Key rules
- Use `detail` format when you need node GUIDs for write operations
- Use `batch` for multiple operations (avoids repeated 30-60s engine startups)
- Use `-compile -save` flags on write verbs to finalize changes
- All arg keys are lowercase (e.g., `srcnode` not `srcNode`)

4. Verify the installation#

Ask Claude to run the help verb:

Use BAA to list all available verbs

Claude should invoke the commandlet or HTTP endpoint and return the verb list.

5. Common first tasks#

  • "Export BP_MyBlueprint" - Claude reads any Blueprint or UObject asset
  • "Add a Health variable to BP_Player" - Claude creates variables with types and flags
  • "What nodes are in BP_Enemy's EventGraph?" - Claude reads graph structure
  • "Create a new Blueprint called BP_Pickup based on Actor" - Claude creates assets

Documentation structure#

The plugin includes reference documentation in its Docs/ folder:

Plugins/BlueprintAIAssistant/Docs/
  AI_GUIDE.md              <- Start here (all operations, invocation, overview)
  verbs/                   <- Detailed reference pages organized by asset type
  output-formats.md        <- Export format examples and comparison
  batch-operations.md      <- Running multiple operations in one pass
  error-codes.md           <- All error codes with suggested fixes
  faq.md                   <- Common questions and troubleshooting

Point Claude at AI_GUIDE.md when it needs to work with Blueprint assets. The verb reference pages under verbs/ contain detailed parameters and examples for each asset type.