What is Direktor?
Out of the box, Unreal Engine has no way for an AI assistant to connect to it and drive the editor. Direktor adds that missing capability. Once it’s installed and enabled, you can connect an AI client like Claude Desktop, Claude Code, Cursor, or Windsurf and control the editor in natural language.
What it does
Section titled “What it does”Direktor turns editor operations into MCP tools your AI client can call:
- Scene & level building — spawn, transform, duplicate, and delete actors; read and write properties; control the camera and take screenshots.
- Blueprint authoring — create Blueprint classes, add variables and function graphs, wire nodes, compile, and reparent.
- UMG widgets — build widget trees, set properties, and author animations, property bindings, and event handlers.
- Gameplay & world — GAS, Behavior Trees, AI assets, geometry blockout, landscape, foliage, splines, volumes, and Niagara.
- Materials & textures — author material graphs and generate textures procedurally.
- Asset management — import, list, rename, move, duplicate, and read metadata.
For anything not covered by a dedicated tool, the capability catalog reaches roughly 5,900 reflected Unreal APIs through a search → describe → invoke flow. See the Tool Reference for the full surface.
What it is not
Section titled “What it is not”Direktor is not an AI or an LLM, and it does not include or provide one. It’s a bridge: you bring your own AI client, and Direktor lets that client see and drive your editor.
It is also editor-only. Direktor adds no runtime or gameplay features and does not run in a packaged or shipped game.
How it connects
Section titled “How it connects”Direktor runs in-process inside the editor and listens on loopback only (http://127.0.0.1:13579/mcp), speaking JSON-RPC 2.0 over Streamable HTTP per the MCP spec. Most clients connect through a small npm bridge that works everywhere; clients that speak Streamable HTTP directly can point straight at the URL. The Quick Setup covers both.