Unreal Engine MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| UE_HOST | No | Unreal Engine host | 127.0.0.1 |
| LOG_LEVEL | No | Log level (debug | info | warn | error) | info |
| UE_RC_WS_PORT | No | Remote Control WebSocket port | 30020 |
| UE_PROJECT_PATH | No | Absolute path to your .uproject file | |
| UE_RC_HTTP_PORT | No | Remote Control HTTP port | 30010 |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tasks | {
"list": {},
"cancel": {},
"requests": {
"tools": {
"call": {}
}
}
} |
| tools | {} |
| prompts | {} |
| resources | {
"subscribe": true
} |
| completions | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| unrealA | Unreal Engine capability gateway. Search first, describe the exact contract, then execute a validated action. Use configure only to manage internal capability availability. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| inspect-fix | Walk through inspecting a UObject and correcting a single property, one reviewed call at a time. |
| asset-import | Check the destination, import from a source you supply, then validate the result. |
| level-build | Create a working level, build its lighting, and save it, reviewing each step. |
| blueprint-edit | Read a Blueprint, add a variable and an SCS component, then compile it. |
| validation | Run read-only validation across the project, a specific asset, and the current level. |
| sequence-render | Prepare and run a Movie Render Queue job for a level sequence, reviewing each step. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| Assets | Project assets |
| Actors | Actors in the current level |
| Current Level | Current level name and path |
| Health Status | Server health and performance metrics |
| Automation Bridge | Automation bridge diagnostics and recent activity |
| Engine Version | Unreal Engine version and compatibility info |
| Capability Catalog | Bounded catalog of gateway capabilities with a monotonic revision |
| Project | Redacted project name, engine version, and content root |
| Editor State | Bounded editor state: PIE status and current level |
| Selection | Bounded list of selected actor handles |
| Live State Revisions | Current selection, level, asset-registry, and package revision counters |
TDQS
Scored across 1 tool
With only one tool, there is no possibility of confusing it with another tool. The 'unreal' gateway is the sole entry point, so agents cannot misselect between overlapping functions in the tool set.
The tool name 'unreal' is a bare noun and does not follow any verb_noun or action-oriented pattern. While there is only one tool, the name lacks consistency with typical MCP naming conventions and provides no hint of its function.
A single tool for an 'Unreal Engine capability gateway' suggests the server is covering a large domain through one catch-all interface. This feels too thin for the apparent scope, as agents would benefit from separate tools for distinct operations like execution or configuration.
The gateway description claims to support search, describe, execute, and configure, but it is unclear whether all necessary Unreal Engine operations are reachable or discoverable. The lack of explicit tool definitions creates significant gaps in the agent's ability to know what actions are available without probing the gateway repeatedly.