Building a playable Unreal Engine level with Opus 5.5
An eight-step workflow where Opus 5.5 builds terrain, paths and collectibles inside the live UE5 editor and wires up character animation, plus the lesson to check the editor after every batch of changes.
here's how to build a game in Unreal Engine with Claude Opus 5.5... the trick is letting Opus work inside the live editor, but there's a smart way to set it up: - step 1: Unreal Engine 5 + the Third Person template, so you can walk and jump from minute one - step 2: enable Unreal MCP and AllToolsets in the editor, start the server - step 3: install Epic's plugin in Claude Code and have Opus read the project before it changes anything - step 4: one prompt builds a playable base level: a valley, a dirt path, a town at the end, 3 glowing collectibles - step 5: test the whole route with the default mannequin before any custom art - step 6: bring in a rigged character on the UE5 Mannequin skeleton, Opus swaps it in and wires walk, run and jump - step 7: import your forest and town assets, Opus places them along the route - step 8: refine in small batches: vegetation, lighting, a minimap, the town entrance and the rule that saves the project... a successful tool call doesn't mean the level is right check the editor after every batch, and never change terrain, lighting and character in one prompt
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