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ChiR24 edited this page Sep 30, 2026 · 9 revisions

Unreal Engine MCP Server: let any AI assistant work inside the Unreal Editor

Latest release npm beta version Unreal Engine 5.0 to 5.8 MIT license GitHub stars

Connect Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor,
and let it build levels, Blueprints, UI, materials, effects and more.

🚀 Quick Start  ·  📦 Install  ·  🔌 Connect a client  ·  🩺 Troubleshooting

🖥️ See it in action

Unreal Editor 5.8 showing a platformer level built with the MCP; the status bar reads MCP :3000 (1)

A platformer level built with the MCP, open in Unreal Editor 5.8. Bottom right: the plugin's status, MCP :3000 (1), meaning the native server is running on port 3000 with one client connected. Click to enlarge.

✨ What it can do

🏗️ Levels and actors
Spawn one actor or hundreds in a single call, place and attach them, find the ones sunk into the floor, and load, stream and save levels.

🧩 Blueprints and UI
Create Blueprints, variables and components, build whole event graphs in one batch, and lay out UMG widgets, with a preview image to check them.

🎨 Materials and worlds
Material graphs and instances, procedural textures, lighting, landscapes, foliage, Niagara effects and PCG graphs.

🕹️ Gameplay
Characters and animation, Gameplay Ability System, AI (Behavior Trees, State Trees, EQS), inventory, networking and Enhanced Input.

🎬 Cinematics and audio
Level Sequences, cameras, Movie Render Queue and Take Recorder; Sound Cues and MetaSounds.

🧪 Play and verify
Run Play-In-Editor with synthetic input, take screenshots the model can see, read logs, profile, and package builds.

Nearly 400 capabilities in all. The assistant finds them by searching in plain words, so nobody has to learn their names.

🧭 How it works

flowchart TB
    client["AI client<br/>Claude Code · Cursor · VS Code · …"]
    node["unreal-engine-mcp-server<br/>Node.js, optional"]
    subgraph ue["Unreal Editor"]
        plugin["MCP Automation Bridge<br/>editor plugin"]
        apis["Editor APIs<br/>game thread"]
        plugin --> apis
    end
    client -- "Route A · HTTP :3000/mcp" --> plugin
    client -- "Route B · stdio" --> node
    node -- "WebSocket :8090" --> plugin
    classDef ext fill:#30363d,stroke:#8b949e,color:#f0f6fc
    classDef ours fill:#1f6feb,stroke:#58a6ff,color:#ffffff
    classDef engine fill:#238636,stroke:#3fb950,color:#ffffff
    class client ext
    class node,plugin ours
    class apis engine
    style ue fill:#8b949e1f,stroke:#8b949e
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  • One plugin does the work. The editor-only C++ plugin, MCP Automation Bridge, runs every request on the editor's game thread.
  • Two ways in. Clients reach it either over HTTP served by the plugin itself (no Node.js), or over stdio through the small Node.js server. Both expose the same single tool, unreal.
  • Safe by default. Everything listens on 127.0.0.1 and needs your project's capability token. Deletes need a consent grant in every call. See 🔐 Security.

🗺️ Find your way

🚀 Quick Start
From an empty project to a working assistant in about ten minutes.

📦 Installation
Every way to install the plugin, the engine plugins it uses, and first-build problems.

🔌 Connecting Clients
Setup for Claude Code, Claude Desktop, Cursor, VS Code and others.

🧭 Using the Gateway
How the unreal tool works: search, describe, execute, with real requests and replies.

🧰 Tools Reference
Everything it can do, grouped into 23 internal tools and capability families.

📚 Resources and Prompts
MCP resources, prompt templates, completions, progress and protocol versions.

⚙️ Configuration
Plugin settings, environment variables and timeouts.

🔐 Security
Capability tokens, LAN access, scopes, consent, and what gets blocked.

🩺 Troubleshooting
Fixes, sorted by symptom.

💬 FAQ
Short answers to common questions.

⬆️ Upgrading
Moving from 0.5.x to the single-tool gateway.

🛠️ Development
Build from source, run the tests, add a capability.

📌 Versions

0.6 line (this wiki) 0.5.30
Status Beta, on the dev branch (the repository's default) Previous stable release
npm unreal-engine-mcp-server@beta unreal-engine-mcp-server (latest)
What the client sees One tool, unreal, with search · describe · execute · configure 23 separate tools (manage_asset, control_actor, …)

Note

Coming from 0.5.x? Direct calls to the old tool names now go through the unreal tool. ⬆️ Upgrading walks through the change.

🤝 Community

Looking for Go to
💬 Questions and ideas Discussions
🐞 Bugs and feature requests Issues
📦 Downloads Releases · npm · MCP Registry io.github.ChiR24/unreal-engine-mcp
📝 What changed Changelog
🗺️ What's next Project roadmap

🏠 Home

Get started
🚀 Quick Start
📦 Installation
🔌 Connecting Clients

Use it
🧭 Using the Gateway
🧰 Tools Reference
📚 Resources and Prompts

Set it up
⚙️ Configuration
🔐 Security

Help
🩺 Troubleshooting
💬 FAQ
⬆️ Upgrading from 0.5.x

Contribute
🛠️ Development


Covers the 0.6 line · Releases · Discussions

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