v3.1.0 April 2026 Latest

New Features

  • animation_studio preset — curated for shot-based commercial work (technical explainers, forensic reconstructions, historical recreations). Enables Sequencer + MRQ + asset ingest + level layout, light on gameplay scaffolding.
  • animation_studio skill pack — five reference skills: batch_ingest_fbx, setup_camera_rig, exploded_view, render_shot, material_swap_reveal.
  • control_rig.* category (7 commands, all Python-backed) — list_rigs, get_rig_info, set_pose (multi-control bulk apply via controls{name:value}), set_control_value (scalar or transform), get_control_value, bake_to_animation (creates target AnimSequence on the matching skeleton), retarget_animation (simple skeleton swap or IK Retargeter via IKRetargetBatchOperation).
  • live_link.* category (5 commands, all Python-backed) — list_sources, list_subjects, get_subject_data (via LiveLinkBlueprintLibrary.evaluate_live_link_subject), start_recording and stop_recording (drive the Take Recorder panel programmatically; optional slate, take_number, and source_subject).
  • Mesh swap commands restoredlevel.set_static_mesh, level.set_skeletal_mesh, blueprint.set_component_mesh (carried forward from v2.2.1).

Improvements

  • ~230 commands across 26 categories — net +22 over v2.2.x once all the curation, help, pack, control_rig and live_link surfaces are counted.
  • Unambiguous status fieldsconfig.status and regenerate_claude_md now return claudius_md_path, user_claude_md_path, and user_claude_md_state alongside the legacy claude_md_path.
v3.0.0 April 2026 Major Update

New Features — the curation system

  • Per-project command curation — every builtin, user Python script, and skill pack is tracked in a registry with category, description, workflow tags, and an enabled flag. Disabled commands stay listed so the AI can suggest enabling them, but they don't bloat context.
  • JSON setup wizardconfig.run_setup walks through 8 steps (welcome → workflow → experience → ai_tool → token_budget → auto_enable → claude_md_link → confirm). Applies a preset and regenerates the docs.
  • Workflow presetsfps, platformer, level_design, animation, open_world, minimal, everything.
  • Ask-before-enable policy — default ask mode returns command_disabled with a single-call enable suggestion; configurable to always (silent enable) or never (hard fail).
  • Skill packs — drop a folder with manifest.json + Python files into {Project}/Claudius/SkillPacks/. pack.install registers them. Bundled fps_starter reference pack.
  • User Python with metadata# @claudius category/description/workflow headers make user scripts first-class members of the index.
  • Slate setup window — visual UI for category toggles, preset switching, skill pack management, and CLAUDE.md linkage.
  • New meta-categorieshelp.* (find / list_categories / list_disabled / list_packs / ping), config.*, pack.*. Always enabled.

The CLAUDE.md fix

  • v2 used to copy a static CLAUDE.md over your project root, which broke users who already had their own. v3 owns its own file at {Project}/Claudius/CLAUDIUS.md and never touches yours. You opt in by adding @Claudius/CLAUDIUS.md — one line — to your existing CLAUDE.md.
  • config.link_user_claude_md — idempotent helper that creates a minimal CLAUDE.md if missing or appends the include line if not, with a comment explaining where it came from. Existing content is never modified.
  • Setup window has a one-click "Link my CLAUDE.md" button that does the same thing visually.

Migration from v2.x

  • No breaking changes to existing command shapes.
  • On first launch in a v2 project, v3 writes a default config, discovers existing user commands, and generates Claudius/CLAUDIUS.md. Your existing CLAUDE.md is untouched.
  • Run the setup wizard or click Link my CLAUDE.md to wire up the new include flow.
UE 5.4 UE 5.5 UE 5.6 UE 5.7
v2.2.1 April 2026 Patch

Fixes

  • Quick fixes shipped while v3 was being built — targeted issues users hit on existing v2 deployments.
  • Final v2.x release before v3.0.
v2.2.0 April 2026 Minor

New Features

  • Procedural Modeling categoryspawn_primitive, build_staircase, build_wall, build_ramp, build_grid, build_circle, build_tunnel, build_room.
  • User-Extensible Commands — drop Python scripts in {Project}/Claudius/UserCommands/ and they're available as user.<filename> commands.
v2.1.0 April 2026 Minor

New Features — Blueprint introspection

  • 15 new Blueprint commands for reading and refactoring existing Blueprints — get_blueprint_info, describe_blueprint, list_graphs, get_graph, find_nodes, delete_node, rename_variable, add_interface, list_interfaces, add_event_dispatcher, list_event_dispatchers, and more.
v2.0.1 January 2026 Patch

Improvements

  • Auto-Setupclaudius_request.json template created automatically on first run
  • Auto-Copy CLAUDE.mdCLAUDE.md automatically copied to project root for Claude Code integration (superseded by v3 opt-in include)
  • Improved First-Run Experience — No manual file copying required for basic setup
v2.0.0 January 2026 Major Update

New Features

  • Skills System — YAML-based reusable workflows that chain multiple commands together with dependencies, conditions, and variable interpolation
  • PCG Support — Full control over Procedural Content Generation graphs - create, modify, connect nodes, and execute generation
  • 4 Built-in Skills — Spawn Actor, Screenshot, Blueprint Helper, and Level Organizer skills included
  • 10+ New Commands — Skills category (8 commands) and PCG category (9 commands)

Improvements

  • 130+ Total Commands — Now across 19 categories (up from 120+ across 17)
  • UE 5.7 Support — Full compatibility with Unreal Engine 5.7
  • Improved Documentation — Updated CLAUDE.md with Skills and PCG command reference
v1.0.0 December 2024 Initial Release

New Features

  • 120+ Editor Commands — Comprehensive control over Unreal Engine 5 editor through JSON commands across 17 categories
  • File-Based Communication — Simple JSON file interface for integrating with any tool or script (claudius_request.json / claudius_response.json)
  • HTTP REST API — Low-latency HTTP endpoint for real-time control (default: localhost:8080)
  • Claude Code Integration — Auto-generated CLAUDE.md documentation file for seamless AI assistant integration
  • Level Commands — Spawn actors, modify transforms, manage level streaming, query actor properties
  • Editor Commands — Control selection, focus viewport, manage editor windows and panels
  • Sequencer Integration — Create sequences, add tracks, set keyframes, control playback
  • Movie Render Queue — Render sequences to video with configurable quality settings
  • AI/Behavior Tree Control — Read/write Blackboard values, control Behavior Tree execution at runtime
  • Blueprint Compilation — Trigger Blueprint compilation and validation
  • Console Command Execution — Run any console command through the API
  • Viewport Control — Take screenshots, control camera, manage viewport settings
  • Asset Operations — Import assets, create materials, manage content browser
  • PIE Control — Start, stop, and control Play-In-Editor sessions
  • Navigation Queries — Query pathfinding, get navigation data

Platform Support

  • Unreal Engine Compatibility — Full support for UE 5.4, 5.5, and 5.6
  • Windows — Primary development platform with full feature support
  • Epic Marketplace — Available through the Unreal Marketplace for easy installation

Documentation

  • Comprehensive CLAUDE.md auto-generated with all command documentation
  • Quick Start tutorial for new users
  • HTTP API integration guide with Python examples
  • Sequencer and video pipeline documentation
  • AI NPC control system tutorial
  • CI/CD integration examples with GitHub Actions
UE 5.4 UE 5.5 UE 5.6
v1.1.0 Coming Soon Planned

Planned Features

  • Batch Command Execution — Execute multiple commands in a single request with transaction support
  • Event Subscriptions — Subscribe to editor events via WebSocket
  • Enhanced Error Reporting — More detailed error messages and debugging information
  • UE 5.7 Support — Compatibility with Unreal Engine 5.7
  • macOS Support — Full feature parity on macOS