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Installation
Getting the MCP Automation Bridge plugin into your project and building it. Connecting an AI client comes next, in 🔌 Connecting Clients.
On this page · Requirements · Get the plugin · First build · Engine plugins · Versions · Updating · Removing
| Requirement | Detail |
|---|---|
| 🎮 Unreal Engine | 5.0 to 5.8 |
| 💻 Platforms | Windows (Win64), macOS, Linux. The plugin is editor-only and never ships in your game. |
| 🧱 Project | One with C++ code, so the plugin can compile. Blueprint-only projects can use prebuilt binaries. |
| 🔧 Compiler | The toolchain your engine version expects: Visual Studio or Rider on Windows, Xcode on macOS, clang on Linux |
| 🟩 Node.js | 20.19 or later, only for the stdio route. The native HTTP route needs no Node.js. |
Note
The plugin guards version-specific engine APIs for every minor from 5.0 to 5.8, and day-to-day testing happens on the newest engines. If it fails to compile on your version, open an issue with the build log; that's treated as a bug.
|
📦 Release archive |
🌿 From a clone |
🧱 Prebuilt binaries |
Each release ships McpAutomationBridge-plugin-<version>.zip (and .tar.gz). The archive holds source only, with no Binaries/ or Intermediate/.
- For the 0.6 line, open the newest
v0.6pre-release and download the plugin zip. - Inside is
plugins/McpAutomationBridge/. Copy thatMcpAutomationBridgefolder to<YourProject>/Plugins/McpAutomationBridge/.
Tip
On 0.5.30 instead? Take the v0.5.30 release and follow its own README. This wiki describes 0.6.
git clone https://github.com/ChiR24/Unreal_mcp.gitThe default branch, dev, is the 0.6 line. Then either copy the plugin with the sync script:
cd Unreal_mcp
node scripts/sync-mcp-plugin.js --project "C:/Path/To/MyGame/Plugins" --clean-project--clean-project removes the old copy first, and --help lists the rest (--engine, --dry-run, --clean-engine).
Or reference it in place, so a git pull updates the plugin without copying. Add the repository's plugins folder to your .uproject:
{
"AdditionalPluginDirectories": [
"C:/Path/To/Unreal_mcp/plugins"
]
}On a machine with the engine and a compiler, build the plugin once:
node scripts/package-plugin.mjs "C:/Program Files/Epic Games/UE_5.7"The script runs RunUAT BuildPlugin and writes build/McpAutomationBridge-v<version>-UE5.7-<Platform>.zip plus a SHA-256 manifest. Unzip it into <YourProject>/Plugins/ on each target machine. No compiler is needed there.
Warning
Binaries only work with the engine minor and platform they were built for. A 5.7 Win64 build won't load in 5.6, in 5.8, or on macOS.
On Windows, if RunUAT trips over long paths, point MCP_PACKAGE_STAGING_ROOT at a short folder such as X:\t.
Open the .uproject. Unreal sees the new plugin source and asks to rebuild the missing modules: answer Yes.
| You see | Do this |
|---|---|
| "Missing Modules … Engine modules cannot be compiled at runtime. Please build through your IDE." | Generate project files (right-click the .uproject › Generate Visual Studio project files, or your IDE's equivalent), build the Editor target once, then reopen the project |
| "Plugin 'McpAutomationBridge' failed to load" on the very first open | Close the editor and open the project again. It loads once the build has finished. |
| No code target to compile into | The project is Blueprint-only. Add a class through Tools › New C++ Class, or use prebuilt binaries. |
✅ Checkpoint: the status bar at the bottom-right of the level editor shows MCP off, or MCP :3000 (0) once the native HTTP server is on. Clicking it opens the plugin settings.
The bridge declares its engine-plugin dependencies in its .uplugin, so Unreal enables them together with it. You normally don't enable anything by hand.
Always on with the bridge: Python Editor Script Plugin · Editor Scripting Utilities · Niagara · Gameplay Abilities · Smart Objects
Optional: used when present, skipped when not:
| Engine plugin | Unlocks |
|---|---|
| Level Sequence Editor, Takes, Movie Render Pipeline, Movie Pipeline Mask Render Pass, Electra Player | 🎬 Sequencer, Take Recorder, Movie Render Queue, media playback (manage_sequence) |
| Control Rig, RigVM, IK Rig, Animation Data | 🦴 Control Rig and IK authoring (animation_physics) |
| Chaos Vehicles, Chaos Cloth | 🚗 Vehicles and cloth (animation_physics) |
| Niagara Editor | ✨ Niagara system and emitter authoring (manage_effect) |
| Behavior Tree Editor, Environment Query Editor, StateTree, Mass Gameplay | 🧠 Behavior Trees, EQS, State Trees (manage_ai) |
| Geometry Scripting, Geometry Processing, Procedural Mesh Component | 🔷 Procedural meshes (manage_geometry) |
| PCG | 🌲 PCG graphs (manage_pcg). Compiled in only when your project itself enables the PCG plugin. |
| MetaSound, Synthesis | 🔊 MetaSound authoring (manage_audio) |
| Enhanced Input | 🎮 Input actions and mapping contexts (manage_networking) |
| Online Subsystem, Online Subsystem Utils | 🌐 Sessions and LAN play (manage_networking) |
| Interchange, Interchange OpenUSD | 📥 Asset import and export |
| Data Validation, StructUtils | ✔️ Validation and struct helpers |
| Fab, Bridge | 🛒 Fab asset library access (optional module McpAutomationBridgeFab) |
search and describe list the engine plugins a capability needs under availability.requiredPlugins. If one of them is missing, that capability returns an error and everything else keeps working.
Important
On the stdio route, the Node.js package and the plugin must come from the same release: unreal-engine-mcp-server@0.6.0-beta-b with plugin 0.6.0-beta-b, and so on. The native HTTP route has no second component to keep in step.
The plugin's version is shown in Edit › Plugins and in its .uplugin (VersionName).
- Close the editor.
- Replace
<YourProject>/Plugins/McpAutomationBridge/with the new version, orgit pullif you referenced a clone. - Optionally delete the plugin's
Binaries/andIntermediate/folders to force a clean build. - Open the project and let it rebuild. On the stdio route, update the npm version in your client config too.
Your settings (in Config/DefaultGame.ini) and capability token (in Saved/MCP/) survive updates.
- Delete
<YourProject>/Plugins/McpAutomationBridge/. - Remove the
[/Script/McpAutomationBridge.McpAutomationBridgeSettings]section fromConfig/DefaultGame.ini. - Delete
Saved/MCP/if you want the token gone too. - Remove the server entry from your MCP clients.
📖 This wiki covers the 0.6 line (dev branch, npm @beta) · ✏️ Something wrong or missing? Open an issue or start a discussion
🏠 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