Buildsworn product page

Buildsworn Quickstart: from nothing to your first map and your first gate

For people who have never used Claude Code, a terminal or an MCP server. No theory, one action per step, and what you should see. The long reference is GETTING-STARTED.md; you do not need it today.

What you are building: a setup where you talk to Claude in plain English, Claude builds and edits things inside the Unreal Editor through Epic's own connector, and Buildsworn makes Claude prove the result (compile, tests, logs, screenshot) before it says "done".

Time: about 30 minutes, most of it downloads.


Step 0. Words you will meet (read once)

Word What it means here
Terminal A text window where you type commands. On Windows: press Win, type PowerShell, Enter.
Claude Code Anthropic's AI agent that runs in that window. You type in English, it works on your files. Paid Anthropic plan required.
MCP server A helper program Claude Code can call. Epic ships one for the editor (unreal-mcp); Buildsworn is another one.
Plugin (Claude Code) Adds slash commands like /start and /gate, plus safety rules, to Claude Code. Buildsworn installs one.
Gate A check that must pass: compile, tests, logs. /gate runs them all and prints a PASS/FAIL table.
License key BSWN-XXXX-XXXX-XXXX-XXXX from your e-mail (Solo is free: get a key). Empty in the installer = 7-day trial.

Step 1. Install Claude Code (5 minutes)

  1. Go to https://claude.com/claude-code and follow the Windows install instructions.
  2. Open a terminal (Win, type PowerShell, Enter) and type: claude --version You should see a version number. If you see "not recognized", close the terminal, open a new one and try again (the install added it to PATH, but old windows do not know yet).
  3. Type claude and Enter. First run asks you to log in with your Anthropic account in the browser. Do it, then type /exit.

Step 2. Unreal Engine 5.8 with Epic's Model Context Protocol plugin (5 minutes)

Buildsworn works with UE 5.6, 5.7 and 5.8, but the "Claude builds my map" part uses Epic's official connector, which exists from 5.8. If you are on 5.6/5.7, skip to Step 3; Buildsworn has its own smaller editor bridge for those versions.

  1. Epic Games Launcher, Unreal Engine, Library: install 5.8 if you have not.
  2. Open your project (or create one: Games, Third Person, C++, name it BrainTest).
  3. Menu Edit, Plugins. Search Model Context Protocol. Tick Enabled. Restart the editor when asked.
  4. After the restart, open the output log (Window, Output Log) and type in the console line at the bottom: ModelContextProtocol.StartServer You should see a line that the server listens on 127.0.0.1:8000. (Buildsworn's /start will later tell you if it is not running.)

Also needed once: Visual Studio 2022 with the "Game development with C++" workload, exactly as for any C++ project. If your project already compiles from the editor, you have it.


Step 3. Install Buildsworn (5 minutes)

  1. Open the e-mail with your key (free Solo registration or Studio purchase). Click Download the installer (buildsworn-setup.exe, about 40 MB).
  2. Run it. Windows shows "Windows protected your PC" (we are a small studio and the installer is not yet code-signed). Click More info, then Run anyway. You can check the file on virustotal.com first; it has zero detections.
  3. Wizard pages, what to type:
  4. Engine root: leave the default if the engine is in C:\Program Files\Epic Games. Workspace: leave the default.
  5. Project folders: where your .uproject files live. Default Documents\Unreal Projects is right for most people.
  6. License key: paste the key from the e-mail. No key yet? Leave it empty: you get a 7-day trial on this machine. PixelLab and Gemini keys: leave empty for now.
  7. Claude Code plugin: leave it ticked. Telemetry: your choice, off by default.
  8. Finish. A black window flashes for a few seconds: that is the configuration step. It registers Buildsworn (and, on 5.8, Epic's unreal-mcp) in Claude Code and starts indexing your engine's API in the background (about 3 minutes, you can continue).

Step 4. Check that Claude sees everything (2 minutes)

  1. Open a terminal in your project folder: in Explorer, open the folder with the .uproject, click the address bar, type powershell, Enter.
  2. Type claude and Enter.
  3. Type /mcp and Enter. You should see buildsworn connected and, on 5.8, unreal-mcp connected (the editor must be open).
  4. Type /start and Enter. You should see a short report: license OK (or TRIAL with days left), API index ready or still building, your project found, editor bridge status, and the project briefing (real output from the demo project):

/start on the demo project

Something red? The report says what to do. Most common: the editor is closed (unreal-mcp cannot connect) or the license key has a typo.


Step 5. Your first map, built by Claude (10 minutes)

With the editor open and the terminal in the project folder, type to Claude in plain English, for example:

Using unreal-mcp, create a new level called TestArena. Add a 40x40 m floor, four walls, a player start in the middle, a directional light and a sky. Then save the level.

Watch the editor: actors appear as Claude calls Epic's tools. When Claude says it is done, do not take its word for it:

/gate

You should see a table: compile PASS, verify_funcs PASS, tests PASS (or SKIPPED if the project has none), log PASS. If any line is FAIL, the reason is under the table. Tell Claude: "fix the FAIL and run /gate again".

This is what it looks like on the demo project that ships with Buildsworn, which has one function declared without a body on purpose:

/gate before the fix

After "fix the FAIL and run /gate again":

/gate after the fix

Ask for a picture of the result:

Take a screenshot of the TestArena viewport with ue_screenshot and describe what you see.

That screenshot is your proof, not the sentence "the level is ready".


Step 6. Working like this every day

Real examples of building a game this way (actors, multiplayer pickups, HUD, data tables, tests, Steam): the Cookbook.


When it does not work

You see Do this
"Windows protected your PC" More info, Run anyway. Explained above.
claude is "not recognized" Open a new terminal window. Still not? Reinstall Claude Code.
/mcp does not list buildsworn In a terminal: claude mcp list. Not there? claude mcp add --scope user buildsworn -- "C:\Program Files\Buildsworn\buildsworn\buildsworn.exe"
unreal-mcp failed to connect The editor is closed, or the plugin is off, or the server did not start: ModelContextProtocol.StartServer in the editor console.
/start says UNLICENSED Typo in the key, or no internet during install. Ask Claude: "call license_activate" and read the reason. No key: run buildsworn --trial in a terminal.
/start says seat limit The key is already on the allowed number of machines. Write to support with the first 9 characters of the key.
Lost the e-mail with the key Product page, "Lost your key?", type your PayPal e-mail.
Anything else In a terminal: buildsworn --support-bundle. Send the zip from your Desktop to support@adrenalinegames.pl. It contains logs and no project files.

Support: support@adrenalinegames.pl or the contact form, reply within two working days. Discord: discord.gg/QK8J5GrhmR