# CraftBench-UE: Deterministic Evaluation for Coding Agents in Unreal Engine

arXiv: https://arxiv.org/abs/2609.23142 · HTML: https://mlsanity.com/paper/2609.23142/

## Key facts

- No citing papers in the map yet (data through 7 Oct 2026).
- Placed in Software engineering coding agents, one of 16 directions in LLM agents and tool use.
- Builds on 17 of its 23 references that are in the map.
- First posted on arXiv 19 Sep 2026.

## Placed in

- LLM agents and tool use / [Software engineering coding agents](https://mlsanity.com/agents/software-engineering-coding-agents/)

## Builds on (most cited first, 17 of 17)

- [Evaluating Large Language Models Trained on Code](https://mlsanity.com/paper/2107.03374/) (2021)
- [SWE-bench: Can Language Models Resolve Real-World GitHub Issues?](https://mlsanity.com/paper/2310.06770/) (2023)
- [WebArena: A Realistic Web Environment for Building Autonomous Agents](https://mlsanity.com/paper/2307.13854/) (2023)
- [SWE-agent: Agent-Computer Interfaces Enable Automated Software Engineering](https://mlsanity.com/paper/2405.15793/) (2024)
- [OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments](https://mlsanity.com/paper/2404.07972/) (2024)
- [Terminal-Bench: Benchmarking Agents on Hard, Realistic Tasks in Command Line Interfaces](https://mlsanity.com/paper/2601.11868/) (2026)
- [SkillsBench: Benchmarking How Well Agent Skills Work Across Diverse Tasks](https://mlsanity.com/paper/2602.12670/) (2026)
- [MCP-Universe: Benchmarking Large Language Models with Real-World Model Context Protocol Servers](https://mlsanity.com/paper/2508.14704/) (2025)
- [MCPMark: A Benchmark for Stress-Testing Realistic and Comprehensive MCP Use](https://mlsanity.com/paper/2509.24002/) (2025)
- [Orak: A Foundational Benchmark for Training and Evaluating LLM Agents on Diverse Video Games](https://mlsanity.com/paper/2506.03610/) (2025)
- [Stop Comparing LLM Agents Without Disclosing the Harness](https://mlsanity.com/paper/2605.23950/) (2026)
- [GameDevBench: Evaluating Agentic Capabilities Through Game Development](https://mlsanity.com/paper/2602.11103/) (2026)
- [GameEngineBench: Evaluating Coding Agents on Real C++ Runtime Environments](https://mlsanity.com/paper/2607.03525/) (2026)
- [AutoUE: Automated Generation of 3D Games in Unreal Engine via Multi-Agent Systems](https://mlsanity.com/paper/2603.07106/) (2026)
- [GameXpert-Bench: How Far Are Coding Agents from Expert Game Development?](https://mlsanity.com/paper/2608.21833/) (2026)
- [GBQA: A Game Benchmark for Evaluating LLMs as Quality Assurance Engineers](https://mlsanity.com/paper/2604.02648/) (2026)
- [Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation](https://mlsanity.com/paper/2604.25318/) (2026)

## Abstract (arXiv)

Building gameplay features in a game engine requires more than code, as code that compiles and runs does not necessarily implement the requested gameplay. We introduce CraftBenchUE, an evaluation harness that runs agents in an isolated Unreal Engine environment, reconstructs their saved submissions in fresh projects, and applies deterministic build, asset, and runtime checks without an LLM judge. Based on the harness, we built a benchmark consisting of 70 tasks spanning C++ source, Blueprint assets, and editor scripting. We evaluate seven models under two editor-tool configurations, with a file-and-shell baseline on C++ tasks. We further pair tasks that specify the same gameplay and use the same runtime tests, but require C++ and Blueprint as the deliverables. Across the 10 paired tasks, C++ completion rates exceed Blueprint by 30.0 and 42.9 percentage points in the two tool configurations. Among on-time Blueprint submissions in this paired set that pass asset checks, 42.2% and 50.0% fail explicit runtime assertions. These submissions satisfy asset requirements but fail the required gameplay tests. We will release the harness, task benchmark, and our trajectory findings with the report.
