EpicGames

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062124186248Oct 5Oct 19Nov 3
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60posts
Nov 40 posts
  1. Unreal EngineのためのClaudeプラグインが公開された。 Claude解約したばっかなのにこんな面白そうなものが出て悩ましい。 EpicGames/unreal-engine-skills-for-claude-code-plugin

    6 likes · 291 views
  2. The amount of detail in this is staggering. Unreal MCP for Claude Code is my next step into game dev. repo: EpicGames/unreal-engine-skills-for-claude-code-plugin x.com

    187 likes · 7 reposts · 10,522 views
  3. Conheça o RAD Debugger: depurador gráfico e ferramentas para x64 O que é O RAD Debugger é um depurador gráfico nativo, em modo usuário e multiprocesso, focado na arquitetura x64. Atualmente em estágio alpha, o projeto suporta depuração na máquina local em sistemas Windows e Linux (em fase inicial). O projeto inclui duas ferramentas complementares: o formato de dados de depuração RAD Debug Info (RDI) e o RAD Linker. O formato RDI converte arquivos PDB e DWARF sob demanda usando o utilitário radbin. O RAD Linker é um vinculador rápido para binários PE/COFF em x64, criado para otimizar o ciclo de compilação e depuração em projetos com executáveis grandes. Para quem serve É voltado para desenvolvedores que criam e analisam programas em ambiente x64 no Windows ou Linux. O projeto é útil para quem busca alternativas de depuração e para equipes que lidam com projetos gigantescos, onde arquivos PDB tradicionais podem exceder tabelas de 32 bits ou causar lentidão na vinculação. Como começar Você pode obter executáveis pré-compilados no repositório oficial ou construir o projeto a partir do código-fonte. No Windows x64: 1. Instale o Microsoft C/C++ Build Tools (versão 2017 ou superior) e o Windows SDK. 2. Configure o ambiente de linha de comando chamando o script vcvarsall.bat x64 do MSVC (ou utilize Clang com a SDK instalada). 3. Acesse o diretório do projeto no terminal para executar os comandos de compilação. Instalação cl 🔗 Repositório oficial: EpicGames/raddebugger Veja em 1 minuto {% embed youtube.com %} 📚 Mais conteúdos do canal: gist.github.com

  4. No more lumen surface cache? Sounds good. ue5-main github.com/EpicGames/UnrealEngine/commit/837803cf… t.co

    28 likes · 2 reposts · 1,630 views
  5. Epic Games released an official plugin that lets Claude Code control Unreal Engine directly. EpicGames/unreal-engine-skills-for-claude-code-plugin connects Claude Code to the Unreal Editor and exposes hundreds of editor tools across 30+ toolsets: → Actors, Blueprints and materials → Niagara effects, Control Rigs and Sequencer → State Trees, widgets and the Gameplay Ability System → Automation testing Install it from Anthropic's official plugin marketplace: /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official In Unreal, enable the ModelContextProtocol and AllToolsets plugins, then start the MCP server with the editor open. Works on Mac, Linux, and Windows through Git Bash or WSL. It

    1 point
  6. Unreal Engine Skills for Claude Code: Control Unreal Editor directly from Claude Code via MCP (1.3k stars) What it does All text below is quoted directly from the project README. >Control Unreal Editor directly from Claude Code via MCP. Hundreds of tools exposed via Unreal's ToolsetRegistry across 30+ toolsets: actors, blueprints, materials, Niagara, Control Rigs, Sequencer, State Trees, widgets, Gameplay Ability System, automation testing, and more. Contents: - unreal-mcp (skills/unreal-mcp) - instructions and workflows for driving the Unreal Editor via MCP. - SessionStart (hooks/unreal-context.sh) - injects a short note identifying the repo as an Unreal Engine project so Claude defaults to UE conventions (C++/UObject, Slate, UHT) and prefers the unreal-mcp skill. - Tool search is enabled by default: the MCP server exposes three meta-tools (list_toolsets, describe_toolset, call_tool) instead of the full tool catalog, so Claude discovers toolsets on demand, the prompt cache stays warm, and discovered tools are callable on the same turn through call_tool. - The proxy keeps the client-facing MCP session open while Unreal is unavailable and reconnects when Unreal starts again. >/plugin install unreal-engine-skills-for-claude-code@claude-plugins-official Repository EpicGames/unreal-engine-skills-for-claude-code-plugin Repository stats |Metric|Value| |:-|:-| |Stars|1,333| |Forks|135| |Last release|None| |Languages|Shell 100%| |Contributors|2| |AI contributor accounts (Claude / Codex / Cursor / Copilot)|@claude (7 commits)| |AI co-authored commits|Claude: 7| Main contributor |Field|Value| |:-|:-| |GitHub|@thomas-mansencal| |Commits to this repo|25 (top contributor)| |Followers|7| ────────────────────────────── 📌 How many great GitHub repos have you discovered and completely forgotten about? Don't let another useful tool disappear into your Reddit feed. Get the community's best repos, organized by category, plus key takeaways from real developer discussions, delivered to your inbox twice a week. 📬 Never lose track of great repos again. Subscribe free.

    3 points
  7. YouTube · · YouTube description · Oraink · EpicGames/raddebugger

    十月第二周 Github 开源热榜:逆向任意程序、PS5 程序移植、AI 端到端测试 #ai工具 #github 1|REA:给编程 Agent 用的逆向工程 MCP。看到别的软件里想要的功能,让助手不看源码去查:讲清怎么实现、给出证据,再做一个你的版本;能分析原生二进制、JavaScript/Electron、.NET 和网站,分析在本地跑。社区已有人用它做出 ReaCut(重写剪映的开源剪辑器)、Ledger Reborn(本地记账软件)和 zee-rp(让 AI 读写 Axure 原型);也有实测认为,做简单应用时它比不用 REA 的 Agent 强不了多少。链接:morluto/rea 2|AnyPS5:把 PS5 可执行文件自动移植成 Linux 和 Windows 程序。靠重链接转成目标系统原生格式,再补上系统库实现,不做模拟;官方网页转换器在浏览器本地完成,文件不离开电脑。链接:boykopovar/AnyPS5 3|e2e:开源 AI 端到端测试框架,网页和移动端都能测。一句话描述目标让 Agent 操作应用,自然语言步骤和定位、断言写在同一个测试里;验证过的步骤录下来,下次直接重放,不再调用模型。链接:tester-army/e2e 4|text-to-cad:给 Agent 加上 CAD 能力的插件。本地生成 STEP、GLB、STL、3MF 模型,找现成零件、出工程图,再做钣金和数控评审、切片出 G-code,还能把打印任务发给拓竹打印机。链接:earthtojake/text-to-cad 5|RAD Debugger:Epic Games 开源的原生图形化调试器,支持 Windows x64 和 PDB,还在 Alpha;同仓库的 RAD Linker 在调试信息几个 G 的大项目上链接快一半,最新版初步支持原生 Linux x64。链接:EpicGames/raddebugger 十月第二周 Github 开源热榜 Top 5,覆盖逆向分析、游戏移植、AI 端到端测试、文字生成 CAD 和原生调试器,Oraink 替你捞重点。 章节: 00:00 开场 · 本周 Top5 00:08 1|REA 00:59 2|AnyPS5 01:28 3|e2e 01:57 4|text-to-cad 02:26 5|RAD Debugger 02:58 结尾 · 关注 Oraink

    173 likes · 22,986 views
  8. Epic ships an official Claude Code plugin for Unreal — AI agents can drive the editor over MCP (Blueprints, materials, Niagara & more). #GameDev #AI Source: EpicGames/unreal-engine-skills-for-claude-code-plugin

    3 likes · 68 views
  9. Cursor vs Claude Code for Game Development Verdict: Cursor is the cheaper, friendlier start because it's a code editor with a free plan. Claude Code is a coding agent with no free plan, better for people comfortable on the command line who want to hand off bigger chunks of work. Both can build a real game in Godot, Unity, Unreal or a web framework, and both leave you with code you own and can ship anywhere. Prices and plan details come from each vendor's pricing and terms pages, checked Oct 18–19, 2026. For every engine-focused coding tool in one list, see AI coding tools for game engines. At a glance Cursor (+ Godot) - Type: AI code editor and coding agent - Where it runs: desktop editor; also a CLI and in Slack - Free plan: yes (Cursor Free $0; Godot is free) - Paid plans: Plus $8 · Premium $30 · Super $100 · Ultra $200 /mo - AI models: choice of models from several AI labs - Who owns the code: terms assign Suggestions to you - Best for: learning, seeing every change, tight budgets Claude Code - Type: agentic coding tool - Where it runs: terminal, IDEs, desktop app and web - Free plan: no (not on Claude's Free plan) - Paid plans: Pro $20/mo ($17 annual) · Max from $100/mo - AI models: Anthropic's Claude models - Who owns the code: terms assign you Anthropic's rights, if any, in Outputs - Best for: handing off features, bug fixes and tests How they differ in practice Cursor: an editor first Cursor looks and works like a regular code editor, with AI built in. You open your project folder, and its agent can plan and write code across the whole project: your GDScript or C# for Godot, C# for Unity, or JavaScript for a browser game. You see each change in the editor before you accept it, which makes it a good way to learn how your game actually works. Cursor lets you pick models from several AI labs, so you can switch when one model struggles with a task. It also runs as a CLI and in Slack. The free plan means you can try it on a real project before paying, and Plus is $8 a month. Higher plans (Premium $30, Super $100, Ultra $200) are for heavier daily use. Paired with Godot, which is free and open source, your total cost can start at $0. Claude Code: an agent first Claude Code is Anthropic's agentic coding tool. It reads your codebase, edits files and runs commands, and it works across multiple files at once. You can use it from the terminal, inside IDEs, in a desktop app or on the web. The difference from an editor is the working style: instead of asking for a function and reviewing it line by line, you describe a task ("add a double jump with coyote time and write a test for it") and Claude Code plans it, makes the edits, runs commands and tests, and reports back. That suits coders who already know their project and want to move faster. It's less suited to someone who's never seen the code, because you'll still need to judge what it did. Claude Code isn't on Claude's Free plan; it's included from Pro at $20 a month ($17 billed annually), and Max starts at $100 a month for heavier use. Engine support Neither tool is tied to an engine. They work on text files, so they handle anything an engine stores as code. A few things make each engine smoother: - Godot: GDScript is short and readable, which makes it a good fit for AI-written code. Tell the AI you're on Godot 4 every time; models often mix in old Godot 3 APIs. GodotPrompter loads Godot 4.3+ guidance in both tools, and Ziva is a Godot-native agent that can use your Claude Code plan. Full guide: best AI for Godot. - Unity: both edit C# well. Unity's AI tools include a free CLI with MCP mode and an official plugin so outside coding agents can control the Editor, and Unity's official Unity Skills work in Claude Code and Cursor. Community bridges like Unity MCP and UnitySkills add scene and prefab editing. - Unreal: Epic Games publishes official Unreal Engine Skills for Claude Code, which drive the Unreal Editor over MCP, including Blueprints, materials, Niagara and automation tests. It's built for Claude Code only. For Cursor, Unreal Engine Skills for AI Agents covers UE 5.8 C++ in both tools. - Browser games: the official Phaser Agent Skills and Three.js Skills keep either agent on current APIs. - Roblox and Minecraft: both can write Luau or Java mod code. Roblox Studio has its own Roblox Assistant, and MCreator's early-access local MCP server lets either agent drive it for Minecraft mods. Agent skills: where Claude Code has an edge Agent skills are packaged instructions and scripts that teach a coding agent a specific job. Many game dev skills now load in both tools, but a few big ones don't list Cursor. Claude Code Game Studios turns a session into a game studio with 49 specialist agents and 74 slash-command skills for Godot 4, Unity or Unreal 5; its README recommends staying on the minimal process level unless you need more. godogen builds whole games from a description with Claude Code or Codex. Epic's Unreal plugin is built for Claude Code only. Cursor is well covered by cross-agent packs: awesome-gamedev-agent-skills (74 skills with a router for Godot, Unity, Unreal, Phaser, three.js, Bevy and more), the wshobson game-development plugin and Game Dev Agentic Skills all list both. Browse every pack at agent skills for game dev, or read our agent skills guide. A sample workflow with each Say you're adding a dash move to a 2D platformer in Godot. Here's how the same task usually goes in each tool. In Cursor: open the player script, select the movement function and ask the agent to "add a dash on Shift that moves the player 200 pixels over 0.15 seconds, with a 1-second cooldown, Godot 4". Cursor proposes edits in the file, often touching the input map and the player scene too, and you accept or reject each change. You run the game in Godot, notice the dash goes through walls, paste that back in, and iterate. You see every line as it changes, which is slower but teaches you where things live. In Claude Code: from the project folder, describe the feature and the acceptance criteria in one message, including "don't pass through walls" and "add a test if the project has tests". Claude Code reads the relevant files, plans, edits the script and input settings, and can run commands such as your test runner. You review the diff at the end, run the game and give feedback. You spend less time per change but more time reviewing a bigger diff. Both approaches work. The real question is whether you'd rather steer each step or hand off the task and review the result. Beginners usually learn more from the first; experienced coders usually move faster with the second. Cost for a typical solo project If you code a few evenings a week, Cursor Free may be enough to start, and Plus at $8 a month is the cheapest paid option here. Claude Code starts at $20 a month (Pro), or $17 billed annually. If you hit limits often, both have bigger plans: Cursor Premium at $30 or Claude Max from $100. Your engine adds nothing if it's Godot, and asset tools are separate; see the free AI game dev stack for free art and audio picks. Other options GitHub Copilot has a free tier with limited AI credits, is free for verified students, and Pro is $10/mo; it suggests code as you type and can turn an issue into a pull request. Devin Desktop (formerly Windsurf) is Cognition's AI IDE with a free plan, Pro at $20/mo, and an Agent Command Center for running several agents. If you'd rather not code at all, see Lovable vs Bolt for making games or Rosebud vs GDevelop. Tips for either tool 1. Use version control. Commit before each big AI change so you can roll back. Epic even advises saving and committing before long sessions with its Unreal plugin. 2. Name your engine version. "Godot 4.4" or "Unity 6" in the prompt saves a lot of broken code. 3. Ask for one feature at a time. Run the game after each change and paste errors back in. 4. Read what it wrote. You'll learn the codebase and catch mistakes before they pile up. 5. Keep a project notes file. A short file describing your game, folders and conventions helps either agent make better changes. Which to pick Pick Cursor if you're learning, want a free start, and like to see and approve each change in a familiar editor. Pick Claude Code if you live in the terminal, already have a Claude plan, and want an agent to do larger chunks of work, or if you want Claude Code-only skills like Claude Code Game Studios or Epic's Unreal plugin. Not sure? The QuickMatch matcher suggests a stack from your engine, budget and skill level. New to all this? Start with how to make a game with AI or your first AI game. Writing a Minecraft mod? Compare the best AI Minecraft mod makers, or see AI tools for game modding and the modding hub for other games. Try Cursor · Try Claude Code Questions people ask Can I use Cursor or Claude Code with Godot? Yes. Both work on your project files, so you can pair either with the free Godot engine. Godot-specific agent skills such as GodotPrompter work with both. See our Godot setup guide. Which is cheaper? Cursor has a free plan and Plus at $8/mo. Claude Code needs at least Anthropic's Pro plan, $20/mo ($17/mo billed annually); Max starts at $100/mo. Is Claude Code better than Cursor for making games? Neither is better for everyone. Cursor suits people who want to see and edit code in an editor with a free plan. Claude Code suits people comfortable in a terminal who want to hand off larger tasks like a whole feature or a round of bug fixes. Many devs use both. Can I use Claude Code inside Cursor? Claude Code runs in the terminal, IDEs, a desktop app and on the web, so you can run it in the terminal of any editor, including Cursor. You'd pay for both tools. Do I own the code Cursor or Claude Code writes? Cursor's terms assign Suggestions to you. Anthropic's consumer terms assign you its rights, if any, in Outputs. Third-party code and your engine's own license still apply. Do they work with Unity and Unreal too? Yes. Both edit C# and C++ files like any other code. Unity's official CLI has an MCP mode and plugin for outside agents, and Epic Games publishes an official Unreal Engine plugin for Claude Code that drives the editor over MCP. Do I need to know how to code? It helps a lot. Both tools write real code you'll need to run, read and debug. If you want no code at all, try a game maker like Rosebud AI or GDevelop, or a chat builder like Bolt.new. Sources - cursor.com - cursor.com - claude.com - claude.com - anthropic.com - EpicGames/unreal-engine-skills-for-claude-code-plugin - Unity-Technologies/skills --- Originally published on QuickMatch. Some links on QuickMatch are affiliate links.

  10. Ho... 知らなんだ EpicGames/BlenderTools: Blender addons that improve the game development workflow between Blender and Unreal.

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