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For Unreal Engine 5 + works with Claude Code

Buildsworn: make Claude prove your build works

Epic's official MCP lets Claude edit your Unreal project. Buildsworn makes sure Claude does not lie about it: compile gates, log gates, automation tests, screenshot verification, packaging and release, plus an index of your engine's API so it stops inventing signatures. Built on six shipped games.

Solo
Free
one developer, two machines, every update

The key and the installer arrive by e-mail within a minute. No card, no trial clock, no strings.

Studio
$499
list price, one key for five machines

For companies and teams. Five developer machines plus two build agents, shared gates across the repository, priority support. Perpetual license, 12 months of updates included, then $149 a year for the whole team. What Studio adds · Invoice and bank transfer

Solo is free for individual developers: same tool, same updates, no feature cut. Studio is the license for a company or a team of up to five machines. Windows 10/11, UE 5.6 to 5.8, Claude Code required.

Studio is a digital product delivered immediately: no refunds once the key is issued, support included instead. Try the free Solo key first. By using Buildsworn you accept the EULA and terms.

Buildsworn Solo is free because people who find it useful chip in. Support the project with any amount, or just say hi on Discord.

Lost your key?

What Studio adds

Solo keeps one developer honest. Studio keeps a team consistent: the rules live in the repository, not in everyone's head.

The gates live in the repo

One committed buildsworn.team.json says which gates are mandatory, which may be skipped, and how fresh a PASS has to be. Everyone who checks out the repository is held to it. A gate your team requires can never come back SKIPPED: that is a FAIL. New hire, new machine, same rules, nothing to configure.

Your rules, in every session

team/rules/*.md is loaded into the agent at the start of every session in that repository. Naming, ownership, what never to touch, how you do multiplayer. You are not buying a tool, you are buying the same agent behaviour across eight developers.

Commits and CI, not suggestions

team_install_hooks puts the policy in git: a commit without a fresh, passing gate is refused, and so is one where the source changed after the last PASS. On the build machine buildsworn gate --ci returns an exit code and writes JUnit XML or Markdown for Jenkins, GitHub Actions or TeamCity. Build agents use two seats of their own, so a nightly build never costs a developer their seat.

Seats and paperwork you can handle yourself

Your seat page shows every machine on the license and frees one when somebody leaves, without waiting for support. Invoice with a VAT ID and bank transfer, a written data and security page for your IT review, and a support reply within one working day.

The problem it solves

A clean compile is not "it works". A process that stays alive for 8 seconds is not "it works".

Without Buildsworn

  • Claude edits C++ and says "done". Nobody compiled.
  • Sprites end up upside down, text outside frames, a black screen. The agent never looked.
  • A 3000-line build log is pasted into context. Tokens burn, the fix is wrong.
  • Every session starts from zero and rediscovers last week's bug.

With Buildsworn

  • /gate returns a PASS/FAIL table: compile, function audit, tests, log scan, screenshot. "Done" is only allowed while quoting it.
  • Hooks make a backup before every edit, block sed on C++, and ask you before any kill, restart or delete.
  • Compile errors come back as file:line. A bounded agent loops compile-fix-compile until green.
  • Session state lives on disk. The next session starts with a briefing, not history.

What you get

One installer, three parts. Nothing to configure by hand.

MCP server, 167 tools

An API index built from your engine headers (about 300,000 classes, functions, properties, includes and deprecations), so Claude verifies every signature instead of guessing. Code navigation and safe edits, UnrealBuildTool compile (never Live Coding), packaging, plugin validation, quality gates (gate_run, log_gate, ue_test_run, perf_gate), screenshots and game_visual_check, session state, project notes, release pipeline. Optional PixelLab, Gemini review and your own SSH server.

Claude Code plugin

6 hooks (backup, no sed on C++, no base64 transfers, ask before kill/delete, compile digest, session brief), skills /gate /compile /session-start /session-end, agents: compiler fixer, adversarial QA, Blueprint reader, notes librarian, patch notes writer.

Playbook and lessons

The rules that keep an agent honest on a real game project, and a lessons database seeded with the traps we hit shipping six games (UE5 co-op horror, simulators, 2D arcade, a browser MMO). Your project starts with them and grows its own.

How a session looks

/gate table: compile PASS, verify_funcs FAIL with the missing function named

Real output of /gate on the demo project that ships with Buildsworn: one function declared without a body, caught before anyone says "done".

From the guides that ship with the product: Quickstart (zero to first map and first gate) and the Cookbook (eleven recipes from our own games: actors, multiplayer pickups, HUD, data tables, tests, crashes, Steam)

1

/session-start MyGame. Claude gets a briefing: done, next, known bugs, matching lessons.

2

Ask for the feature. Every edited file gets a .bak. sed on C++ is refused. taskkill asks you first.

3

/compile. UnrealBuildTool, right engine picked from the .uproject, errors as file:line, optional fix loop (max 5 rounds, stops on repeats).

4

/gate. Deterministic table. No log = FAIL. No screenshot = SKIPPED, never PASS.

5

/session-end. State to disk, decision and lesson recorded. Tomorrow starts running.

Requirements

OSWindows 10/11 x64
EngineUnreal Engine 5.6, 5.7 or 5.8 (launcher or source build) and Visual Studio 2022 with the C++ game development workload
AgentClaude Code, installed and logged in (claude --version works). Any Claude plan that runs Claude Code.
OptionalPixelLab key (pixel art tools), Gemini key (second-opinion review), an SSH server of your own, Python Editor Script Plugin for in-editor tools on 5.6/5.7
InstallOne setup.exe with a 4-page wizard. It registers the MCP server and the plugin in Claude Code for you and builds the API index of your engine in the background (3 minutes). No Python needed.

Questions

Is this a replacement for Epic's unreal-mcp?

No. Epic's server edits the editor (Blueprints, UMG, Niagara). Buildsworn owns the production side: building, gating, packaging, releasing, and keeping the agent honest. On UE 5.8 we recommend using both; Buildsworn also carries an editor bridge for 5.6 and 5.7.

How does the license work?

One key per person or purchase: Solo (free) covers two machines of one developer, Studio covers five machines of a company or team. The installer activates the key online once; a signed token keeps working offline for 30 days and renews itself. Changed PCs? Free the old seat yourself on your seat page (sign in with the key and the e-mail it was sent to). The key never expires.

Does it run on our build server?

Yes, and that is a Studio feature. buildsworn gate --ci runs the same gates without an agent, exits 0 on PASS and 1 on FAIL, and writes JUnit XML (--junit), Markdown for a pull request (--md) or JSON (--json). A build machine activates as a CI seat: Studio has two of them on top of the five developer seats, so nightly builds never lock a developer out. It needs no screen and no editor.

How do we make the whole team follow the same rules?

Commit a buildsworn.team.json and a team/rules/ folder to the repository. The team file decides which gates are mandatory, whether a gate may be skipped, and how old a passing gate may be; the rules folder is loaded into the agent at the start of every session in that repository. team_install_hooks then adds git hooks that refuse a commit without a fresh PASS. Machine paths and API keys stay local: a team file is not allowed to set them.

Can we pay by invoice and bank transfer?

Yes. Fill in the invoice request with your company, VAT ID and number of seats. The invoice goes out within one working day, the keys as soon as the transfer arrives. EU companies with a valid VAT ID are invoiced under reverse charge. A purchase order number or a signed agreement first is fine, just say so.

What does your IT department need to know?

The data and security page lists exactly what leaves the machine (a license check with a hashed machine id, nothing else unless you turn on optional services), what stays local, how to run without internet access, and how to switch everything off. Send it to review before you buy.

Why is Solo free? What is the catch?

No catch. Solo is the full tool with every update, for individual developers. Buildsworn grows faster with a thousand people gating their builds than with ten licenses sold, and companies pay for Studio because they need a license on paper, five machines and someone to answer the phone. If Solo saves you time, chip in what you like; it is optional and always will be.

What can the agent do on my computer?

Everything a developer can: run commands, kill processes, edit files under your profile and projects, take screenshots. The hooks make the dangerous actions ask first and back up first; Claude Code's permission prompt has the final say. The guide has a dedicated section on this.

Does it work with 2D games or non-Unreal C++?

The code tools, gates on logs and screenshots, session state and release tools are engine-agnostic. The compile and packaging tools are Unreal-specific.

Updates and support?

Solo gets every update, forever (buildsworn --update or the update_check tool). Studio includes 12 months of updates; after that the version you have keeps working forever and new versions need a renewal: $149 a year for the whole team, bought here with the same PayPal e-mail, no reinstall. Support through the contact form or Discord: Solo gets a reply within two working days, Studio within one, with a private channel and a screen share when a build is blocking your team.

Renew Studio with the same PayPal e-mail you bought with; the confirmation arrives by e-mail, nothing to reinstall.

The full guide is public: Getting Started.

Buy Studio on an invoice

Most companies cannot put studio tooling on a personal PayPal account. Tell us who to invoice and we send it within one working day; the keys go out as soon as the transfer lands.

One license covers five machines; more than five seats means more than one license and we price it in the invoice. EU companies with a valid VAT ID are invoiced under reverse charge. Need a security questionnaire or a signed agreement first? Say so in the last field.

Support the project

Solo is free and stays free. If Buildsworn saved you a night of debugging, pay what you want.

Amount in USD, your call: $

Every dollar goes into the next release. You get a thank-you e-mail, nothing else changes: Solo is not a trial and support unlocks nothing. Prefer to help with words? Report bugs and ideas on Discord.