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UnrealBlueprintMCP

by BestDev
UnrealBlueprintMCP.Build.cs2.98 kB
// Copyright Epic Games, Inc. All Rights Reserved. // UnrealBlueprintMCP Plugin Build Configuration using UnrealBuildTool; public class UnrealBlueprintMCP : ModuleRules { public UnrealBlueprintMCP(ReadOnlyTargetRules Target) : base(Target) { // Precompiled header usage for faster compilation PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; // Public include paths - accessible to other modules PublicIncludePaths.AddRange( new string[] { // Add public include paths here if needed } ); // Private include paths - only for this module PrivateIncludePaths.AddRange( new string[] { // Add private include paths here if needed } ); // Public dependencies - required by modules that depend on this one PublicDependencyModuleNames.AddRange( new string[] { "Core", "CoreUObject", "Engine", "UMG" } ); // Private dependencies - only used by this module internally PrivateDependencyModuleNames.AddRange( new string[] { // Core engine modules "UnrealEd", "ToolMenus", // "ToolWidgets", // Deprecated in UE5.6 "EditorWidgets", "WorkspaceMenuStructure", // UI framework "Slate", "SlateCore", "InputCore", // "ApplicationCore", // Deprecated in UE5.6 // Additional Slate widgets // "EditorStyle", // Deprecated in UE5.6 // WebSocket support for MCP server communication (Phase 2) "WebSockets", "HTTP", // JSON parsing for MCP protocol "Json", "JsonUtilities", // Blueprint editing APIs (Phase 3) "KismetCompiler", "BlueprintGraph", "AssetRegistry", "Kismet", // Kismet editor utilities "AssetTools", // Asset creation/management tools // Settings management "Settings", "DeveloperSettings", "PropertyEditor", // Project management "Projects" } ); // Dynamic loading modules - loaded at runtime when needed DynamicallyLoadedModuleNames.AddRange( new string[] { // Add modules that should be loaded dynamically } ); // Editor-only module - not included in packaged builds if (Target.Type == TargetType.Editor) { PrivateDependencyModuleNames.AddRange( new string[] { "LevelEditor", "MainFrame" } ); } // Platform-specific settings if (Target.Platform == UnrealTargetPlatform.Win64) { // Windows-specific dependencies if needed } else if (Target.Platform == UnrealTargetPlatform.Mac) { // Mac-specific dependencies if needed } else if (Target.Platform == UnrealTargetPlatform.Linux) { // Linux-specific dependencies if needed } // Compiler definitions PublicDefinitions.AddRange( new string[] { "UNREAL_BLUEPRINT_MCP_PLUGIN=1" } ); // Enable RTTI for advanced C++ features if needed bUseRTTI = false; // Exception handling bEnableExceptions = false; // Optimization settings OptimizeCode = CodeOptimization.Default; } }

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