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ChiR24

Unreal Engine MCP Server

by ChiR24
README.md
<p align="center">
  <img src="Public/banner.svg" alt="EngineWire: let any AI assistant work inside the Unreal Editor" width="100%">
</p>

<h1 align="center">EngineWire</h1>

<p align="center">
  <a href="https://opensource.org/licenses/MIT"><img alt="License: MIT" src="https://img.shields.io/badge/License-MIT-yellow.svg"></a>
  <a href="https://www.npmjs.com/package/unreal-engine-mcp-server"><img alt="npm" src="https://img.shields.io/npm/v/unreal-engine-mcp-server"></a>
  <a href="https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc"><img alt="Get it on Fab" src="https://img.shields.io/badge/Fab-Get%20EngineWire-0a0a0a"></a>
  <a href="https://github.com/modelcontextprotocol/sdk"><img alt="MCP SDK" src="https://img.shields.io/badge/MCP%20SDK-TypeScript-blue"></a>
  <a href="https://www.unrealengine.com/"><img alt="Unreal Engine 5.0-5.8" src="https://img.shields.io/badge/Unreal%20Engine-5.0--5.8-orange"></a>
  <a href="https://registry.modelcontextprotocol.io/"><img alt="MCP Registry" src="https://img.shields.io/badge/MCP%20Registry-Published-green"></a>
  <a href="https://github.com/ChiR24/Unreal_mcp/wiki"><img alt="Documentation: wiki" src="https://img.shields.io/badge/Docs-Wiki-2f81f7?logo=github"></a>
  <a href="https://github.com/users/ChiR24/projects/3"><img alt="Project Board" src="https://img.shields.io/badge/Project-Roadmap-blueviolet?logo=github"></a>
  <a href="https://github.com/ChiR24/Unreal_mcp/discussions"><img alt="Discussions" src="https://img.shields.io/badge/Discussions-Join-brightgreen?logo=github"></a>
</p>

<p align="center">
  <b>EngineWire connects Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor,</b><br>
  and let it build levels, Blueprints, UI, materials, effects and more, through a native C++ editor plugin.
</p>

<p align="center">
  <sub>🧭 One tool, over 400 capabilities &nbsp;·&nbsp; ⚙️ Native C++ editor plugin &nbsp;·&nbsp; 🌐 HTTP or stdio &nbsp;·&nbsp; 🔐 Local and token-protected by default &nbsp;·&nbsp; 🎮 Unreal Engine 5.0 – 5.8</sub>
</p>

<p align="center">
  <a href="https://enginewire.dev"><b>🌐 enginewire.dev</b></a> &nbsp;·&nbsp;
  <a href="https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc"><b>🛒 Fab</b></a> &nbsp;·&nbsp;
  <a href="https://github.com/ChiR24/Unreal_mcp/wiki/Quick-Start"><b>🚀 Quick Start</b></a> &nbsp;·&nbsp;
  <a href="https://github.com/ChiR24/Unreal_mcp/wiki"><b>📖 Wiki</b></a> &nbsp;·&nbsp;
  <a href="https://github.com/ChiR24/Unreal_mcp/releases"><b>📦 Releases</b></a> &nbsp;·&nbsp;
  <a href="https://github.com/ChiR24/Unreal_mcp/discussions"><b>💬 Discussions</b></a>
</p>

> 📌 **Which version is this?** This README describes **0.6.0**, the stable release: the plugin on [Fab](https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc) and on the [Releases page](https://github.com/ChiR24/Unreal_mcp/releases), and npm `unreal-engine-mcp-server` (`latest`). The previous release, **0.5.30**, exposes 23 separate tools instead of one; staying on a 0.5.30 plugin means pinning `unreal-engine-mcp-server@0.5.30`. See [Upgrading from 0.5.x](https://github.com/ChiR24/Unreal_mcp/wiki/Upgrading).

**Contents** · [What it does](#what-it-does) · [How it works](#how-it-works) · [Quick start](#quick-start) · [The `unreal` tool](#the-unreal-tool) · [Configuration](#configuration) · [Security](#security) · [Engine plugins](#engine-plugins) · [Docker](#docker) · [Documentation](#documentation) · [Development](#development) · [Community](#community)

---

## What it does

<table>
<tr>
<td width="33%" valign="top">

**🏗️ Levels and actors**<br>
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.

</td>
<td width="33%" valign="top">

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

</td>
<td width="33%" valign="top">

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

</td>
</tr>
<tr>
<td width="33%" valign="top">

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

</td>
<td width="33%" valign="top">

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

</td>
<td width="33%" valign="top">

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

</td>
</tr>
</table>

Over 450 capabilities in all, behind a single MCP tool. The assistant finds them by searching in plain words, so nobody has to learn their names. The full list is the generated [Action Reference](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/action-reference.generated.md).

<p align="center">
  <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/screenshots/editor.webp" alt="Unreal Editor 5.8 showing a platformer level built with the MCP; the status bar reads MCP :3000 (1)" width="100%">
  <br><sub>A platformer level built with the MCP, in Unreal Editor 5.8. Bottom right: the plugin's status, <code>MCP :3000 (1)</code>, meaning the native server is running on port 3000 with one client connected.</sub>
</p>

## How it works

<p align="center">
  <img src="Public/architecture.svg" alt="Architecture: an AI client reaches the EngineWire plugin inside the Unreal Editor over Streamable HTTP on port 3000, either directly (Route A) or through the Node.js stdio proxy (Route B); the plugin drives the editor APIs on the game thread" width="100%">
</p>

The **EngineWire** plugin runs inside the editor and does all the work, on the editor's game thread, and serves MCP itself. Clients reach it in one of two ways, and both get the same single tool, `unreal`:

| | 🌐 Route A · Native HTTP | 🧩 Route B · stdio |
| --- | --- | --- |
| **Path** | Client → the plugin's Streamable HTTP server at `http://127.0.0.1:3000/mcp` | Client → `unreal-engine-mcp-server` (Node.js, stdio) → the same `/mcp` |
| **Node.js** | Not needed | 20.19 or later |
| **Capability token** | The client sends it in the `X-MCP-Capability-Token` header | Read from the project, given `UE_PROJECT_PATH` |
| **Editor restarts** | The client reconnects by hand | The session stays: calls answer `NOT_CONNECTED` until the editor is back |
| **Best for** | Claude Code, Cursor, VS Code, and several clients sharing one editor | Claude Desktop, clients that only launch local commands, and long sessions across editor restarts |

Everything listens on `127.0.0.1` and requires the project's capability token unless you change it.

## Quick start

The [Quick Start](https://github.com/ChiR24/Unreal_mcp/wiki/Quick-Start) page walks through this with screenshots. You need Unreal Engine 5.0 to 5.8. Installing from Fab needs nothing else; building the plugin from source needs a project with C++ code (a Blueprint-only project can install from Fab or use [prebuilt binaries](https://github.com/ChiR24/Unreal_mcp/wiki/Installation#option-c-prebuilt-binaries)).

### 1. Add the plugin

**From Fab (no compiler needed).** Get [EngineWire on Fab](https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc). In the Epic Games Launcher, open **Unreal Engine › Library › Fab Library**, find **EngineWire** and click **Install to Engine** for your engine version. Open your project, enable **EngineWire** in **Edit › Plugins** and restart the editor. The Fab build ships with the native server off: turn on **Enable Native MCP Server** in **Edit › Project Settings › Plugins › EngineWire › Native MCP** and restart once more. Fab updates follow Epic's review, so the Fab build can trail the newest release here.

**From a release.** Download `EngineWire-plugin-<version>.zip` from the newest release on the [Releases page](https://github.com/ChiR24/Unreal_mcp/releases), and copy the `EngineWire` folder it contains into your project:

```text
MyGame/Plugins/EngineWire/
```

Or use a clone of this repository: copy `plugins/EngineWire/`, or reference the folder from your `.uproject` with `"AdditionalPluginDirectories": ["C:/Path/To/Unreal_mcp/plugins"]`.

Open the project and let Unreal rebuild the plugin. When it's loaded, the status bar shows **`MCP :3000 (0)`**: the plugin serves MCP on port `3000`. If you see *"Engine modules cannot be compiled at runtime"*, build the project once in Visual Studio, Rider or Xcode. More in [Installation](https://github.com/ChiR24/Unreal_mcp/wiki/Installation).

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

<details>
<summary><b>Prebuilt binaries (Blueprint-only projects, teams)</b></summary>

<br>

Build the plugin once on a machine with the engine and a compiler, then hand out the zip. No compiler is needed on the target machine:

```bash
node scripts/package-plugin.mjs "C:/Program Files/Epic Games/UE_5.7"
```

This writes `build/EngineWire-v<version>-UE5.7-<Platform>.zip`, where `<version>` is the `package.json` version (currently `0.6.0`). Unzip it into `YourProject/Plugins/`. Binaries only work with the engine minor and platform they were built for: a 5.6 build won't load in 5.5, 5.7 or 5.8.

</details>

### 2. Connect your client

**Route A · Native HTTP (no Node.js)**

1. **Enable Native MCP Server** is on by default (**Edit › Project Settings › Plugins › EngineWire**, port `3000`); the Fab build ships with it off. A project where it is off needs it on and an editor restart.

   <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/screenshots/settings-native-mcp.png" alt="The Native MCP section of the plugin settings, with Enable Native MCP Server ticked" width="520">

2. Read the capability token the plugin generated: `<YourProject>/Saved/MCP/capability-token`. Treat it like a password.
3. Add the server to your client and send the token in the `X-MCP-Capability-Token` header. Claude Code:

   ```bash
   claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp --header "X-MCP-Capability-Token: <token>"
   ```

   Or in a project `.mcp.json` (Claude Code), reading the token from an environment variable:

   ```json
   {
     "mcpServers": {
       "unreal-engine": {
         "type": "http",
         "url": "http://127.0.0.1:3000/mcp",
         "headers": { "X-MCP-Capability-Token": "${UNREAL_MCP_TOKEN}" }
       }
     }
   }
   ```

   Cursor (`.cursor/mcp.json`) takes the same `url` and `headers` without `type`. VS Code, Windsurf and others: [Connecting Clients](https://github.com/ChiR24/Unreal_mcp/wiki/Connecting-Clients).

4. **Check it:** when the client connects, the count in the status bar goes up.

   <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/screenshots/status-bar.png" alt="Unreal Editor status bar showing MCP :3000 (1): the native MCP server on port 3000 with one client connected" width="520">

**Route B · stdio (Node.js 20.19+)**

The package is a small stdio proxy in front of the same `/mcp`. A client connected straight to `/mcp` loses its session whenever the editor closes or crashes, and has to reconnect by hand. Through the proxy, every call answers `NOT_CONNECTED` while the editor is down, and the first call after it is back reaches it, with no reconnect. It keeps the editor's last tool list, so a session that starts before the editor still gets the real tool.

Add this to your client's MCP configuration, for example Claude Desktop's `claude_desktop_config.json`:

```json
{
  "mcpServers": {
    "unreal-engine": {
      "command": "npx",
      "args": ["-y", "unreal-engine-mcp-server"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject"
      }
    }
  }
}
```

Or let the package write it: `npx unreal-engine-mcp-server init claude --project C:/Path/To/YourProject` shows the entry for Claude Code's `.mcp.json` (also `cursor`, `vscode`, `gemini` and `codex`), keeping the file's other servers, and `--write` saves it. `npx unreal-engine-mcp-server doctor` checks Node, the token (never shown), the editor's answer and that both sides run the same version.

`UE_PROJECT_PATH` (the project folder or its `.uproject`) is how the proxy finds the capability token (`MCP_AUTOMATION_CAPABILITY_TOKEN` overrides it). `UNREAL_MCP_URL` points it at another endpoint (default `http://127.0.0.1:3000/mcp`). Pair it with a 0.6 plugin; a 0.5.x plugin serves its 23 separate tools instead of the `unreal` gateway.

### 3. Try it

With the editor open, ask your assistant to *"list the actors in the current level"*, *"spawn a point light 300 units above the origin"*, or *"take a screenshot of the viewport"*. If it doesn't connect, see [Troubleshooting](https://github.com/ChiR24/Unreal_mcp/wiki/Troubleshooting).

## The `unreal` tool

Both routes expose exactly **one** MCP tool, `unreal`, with four operations. Only the contract the model is about to use gets loaded, instead of hundreds of tool schemas:

| Operation | What it does |
| --- | --- |
| `search` | Finds capabilities from 2-4 plain words, such as `spawn actor` or `save level`. Every row carries a ready-to-send `nextCall`. |
| `describe` | Returns one capability's exact contract: parameters, schemas, an example, and the consent grant when one is needed |
| `execute` | Runs one capability with validated parameters and returns the data plus a receipt of what changed |
| `configure` | Enables or disables groups of internal tools; never touches the editor |

<p align="center">
  <img src="Public/gateway.svg" alt="The gateway flow: search with a query returns rows with a nextCall; describe with tool and action returns the contract; execute with params, and consent when needed, returns data and a receipt listing changes, handles and warnings" width="100%">
</p>

A typical exchange:

```json
{ "operation": "search", "query": "spawn actor" }
```

```json
{ "operation": "describe", "tool": "control_actor", "action": "spawn" }
```

```json
{
  "operation": "execute",
  "tool": "control_actor",
  "action": "spawn",
  "params": { "classPath": "/Script/Engine.PointLight", "actorName": "KeyLight", "location": [0, 0, 300] }
}
```

- **Parameters are strict.** An undeclared name is refused with `UNDECLARED_PARAMETER` and the list of allowed names; every error carries an executable `nextCall`.
- **Deletes need consent.** Every destructive capability, plus some risky writes, only runs with the `consentGrant` from `describe`, passed back as a top-level `consent` field.
- **Names.** A call names the `tool` + `action` pair or a capability id, such as `"capability": "control_actor.spawn"`.

Full reference with real replies: [Using the Gateway](https://github.com/ChiR24/Unreal_mcp/wiki/Using-the-Gateway).

### Migrating from direct tool calls

The single `unreal` tool is permanent on both routes; there is no opt-out and no 23-tool listing to restore. A client that still calls a canonical tool name directly (`tools/call` with `name: "manage_asset"`, `name: "control_actor"`, …) receives a bounded, copy-paste-executable `DIRECT_TOOL_CALL_REMOVED` receipt instead of a routed call. Its `nextCall` drills exactly one level: `{ "operation": "search" }` for an unknown name, `{ "operation": "describe", "tool": "<tool>" }` when no action was given, or `{ "operation": "execute", "tool": "<tool>", "action": "<action>", "params": { ... } }` when the call already named an action. Run that `nextCall` through `unreal` to finish the migration. See [Upgrading](https://github.com/ChiR24/Unreal_mcp/wiki/Upgrading).

### Protocol versions

Both routes negotiate the MCP protocol version at `initialize`: `2025-11-25` (latest), `2025-06-18` or `2025-03-26`. A client asking for an older version is answered with `2025-11-25`. An unsupported `MCP-Protocol-Version` header on the native route gets HTTP 400. Both also serve MCP 2026-07-28 per request, with no `initialize` or session, and answer `server/discover` with it. Details: [docs/protocol.md](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/protocol.md).

<details>
<summary><b>The 23 internal tools behind <code>unreal</code></b></summary>

<br>

These route requests inside the gateway; clients never list them. More in the [Tools Reference](https://github.com/ChiR24/Unreal_mcp/wiki/Tools-Reference).

| Category | Tool | Covers |
| --- | --- | --- |
| Core | `manage_asset` | Assets and folders, materials and material graphs, textures and render targets, data tables, structs, enums, source control |
| Core | `manage_blueprint` | Blueprints, components, variables, event graphs, UMG widgets, layout, bindings, widget animations |
| Core | `control_actor` | Spawning, transforms, attachment, components, materials, tags, placement audits |
| Core | `control_editor` | Play-In-Editor, synthetic input, screenshots, viewport camera, undo, editor preferences |
| Core | `manage_level` | Create, load, save, stream, import and export levels; world settings; lighting builds |
| Core | `system_control` | Console commands, logs, project settings, profiling, builds and packaging, tests, Python |
| Core | `inspect` | Read and write any UObject's properties, components and class info |
| Core | `manage_tools` | Which internal tools are enabled (through `configure`) |
| World | `build_environment` | Landscapes, foliage, lights and sky, water, weather, splines, procedural terrain |
| World | `manage_level_structure` | Sublevels, World Partition, streaming, data layers, HLOD, volumes |
| World | `manage_geometry` | Geometry Script meshes: booleans, deformers, UVs, collision, LODs, polygon cages, subdivision surfaces, material ids, vertex-color masks |
| World | `manage_pcg` | PCG graphs: create, add and connect nodes, execute |
| Gameplay | `animation_physics` | Animation Blueprints, blend spaces, montages, skeletons, Control Rig and IK, ragdolls, cloth, vehicles |
| Gameplay | `manage_character` | Character Blueprints, movement, MetaHuman |
| Gameplay | `manage_combat` | Weapons, projectiles, hit detection |
| Gameplay | `manage_effect` | Niagara systems, emitters and modules, debug shapes |
| Gameplay | `manage_gas` | Gameplay Ability System: abilities, attributes, effects |
| Gameplay | `manage_ai` | AI controllers, Behavior Trees, EQS, State Trees, Smart Objects, perception, navigation |
| Gameplay | `manage_inventory` | Items, loot tables, crafting recipes |
| Gameplay | `manage_interaction` | Doors and other interactables |
| Utility | `manage_audio` | Sounds, audio components, Sound Cues, MetaSounds, attenuation, mixes |
| Utility | `manage_sequence` | Level Sequences, Movie Render Queue, media, Take Recorder, replays |
| Utility | `manage_networking` | Replication, RPCs, sessions, game framework classes, Enhanced Input |

</details>

## Configuration

Most setups touch one setting: `UE_PROJECT_PATH` for Route B; Route A needs none. Everything is listed on the [Configuration](https://github.com/ChiR24/Unreal_mcp/wiki/Configuration) page.

**Plugin settings** (Project Settings › Plugins › EngineWire, saved in `Config/DefaultGame.ini`):

| Setting | Default | |
| --- | --- | --- |
| Enable Native MCP Server | on | Serve MCP over HTTP at `/mcp` (both routes use it) |
| Native MCP Port | `3000` | The `MCP_NATIVE_PORT` environment variable of the editor process overrides it |
| Listen Ports | `8090,8091` | The plugin's WebSocket listener; neither route uses it |
| Require Capability Token | on | Both routes refuse clients without the token |
| Allow Non Loopback | off | LAN access for both listeners. See [Security](https://github.com/ChiR24/Unreal_mcp/wiki/Security#lan-access). |

**Environment variables** (Route B only, in the client's `env` block):

| Variable | Default | |
| --- | --- | --- |
| `UE_PROJECT_PATH` | unset | Project folder or `.uproject`; used to find the token |
| `MCP_AUTOMATION_CAPABILITY_TOKEN` | read from the token file | Token to present, when the proxy can't read the project folder |
| `UNREAL_MCP_URL` | `http://127.0.0.1:3000/mcp` | The editor's `/mcp` endpoint |
| `LOG_LEVEL` | `info` | `debug`, `info`, `warn` or `error`; logs go to stderr |

## Security

- **Local by default.** Both routes listen on `127.0.0.1` only. The native server never binds off-loopback: it has no TLS, so reach it from another machine through an SSH tunnel (`ssh -L 3000:127.0.0.1:3000`) or a TLS proxy. The WebSocket bridge binds a LAN address only with **Allow Non Loopback**, **Require Capability Token** and **Enable Tls** all on. The proxy sends the token to another machine only with `UNREAL_MCP_ALLOW_REMOTE_TOKEN=1`.
- **Capability token.** Generated per project at `<Project>/Saved/MCP/capability-token` (a value typed into **Capability Token** overrides it) and compared in constant time. Delete the file and restart the editor to rotate it.
- **Consent for destructive work.** Deletes and some other writes need a per-call consent grant, which the plugin checks itself.
- **Guard rails.** Asset paths are limited to `/Game`, `/Engine`, `/Script`, `/Temp` and `/Niagara`, and a content path may also sit under a mount the connected editor reports; arguments the server treats as files (such as `filePath`, and `outputPath` even where it names an asset) never use the reported mounts; console commands that chain or quit the editor are blocked; the plugin's own settings are out of reach of automation.

Details: [Security](https://github.com/ChiR24/Unreal_mcp/wiki/Security). Please report vulnerabilities privately through [GitHub security advisories](https://github.com/ChiR24/Unreal_mcp/security/advisories/new).

## Engine plugins

The bridge declares its engine-plugin dependencies, so Unreal enables them together with it.

<details>
<summary><b>Required (always enabled with the bridge)</b></summary>

<br>

| Plugin | Used for |
| --- | --- |
| **Python Editor Script Plugin** | Python-backed editor automation, `system_control` Python execution |
| **Editor Scripting Utilities** | Asset and actor subsystem operations |
| **Niagara** | Visual effects |
| **Gameplay Abilities** | `manage_gas` |
| **Smart Objects** | AI smart objects |

</details>

<details>
<summary><b>Optional (used when present, skipped when not)</b></summary>

<br>

| Plugin | Used for |
| --- | --- |
| **Level Sequence Editor**, **Takes**, **Movie Render Pipeline**, **Movie Pipeline Mask Render Pass**, **Electra Player** | `manage_sequence`: Sequencer, Take Recorder, Movie Render Queue, media playback |
| **Control Rig**, **RigVM**, **IK Rig**, **Animation Data** | `animation_physics`: Control Rig and IK |
| **Chaos Vehicles**, **Chaos Cloth** | `animation_physics`: vehicles and cloth |
| **Niagara Editor** | `manage_effect`: Niagara authoring |
| **Behavior Tree Editor**, **Environment Query Editor**, **StateTree**, **Mass Gameplay** | `manage_ai` |
| **Geometry Scripting**, **Geometry Processing**, **Mesh Modeling Toolset**, **Procedural Mesh Component** | `manage_geometry` (Catmull-Clark, Loop and bilinear subdivision need Mesh Modeling Toolset) |
| **PCG** | `manage_pcg`, compiled in only when the project itself enables the PCG plugin |
| **Game Features** | `system_control`: game feature plugins (listed, activated, made with `create_plugin`) through the `EngineWireGameFeatures` module, loaded only when the project itself enables Game Features (EngineWire never turns it on) |
| **Data Registry** | `manage_asset`: data registries listed, read and made over data tables, by reflection when the project itself enables Data Registry (EngineWire never turns it on) |
| **MetaSound**, **Synthesis** | `manage_audio`: MetaSound authoring |
| **Enhanced Input**, **Online Subsystem**, **Online Subsystem Utils** | `manage_networking`: input mappings, sessions |
| **Interchange**, **Interchange OpenUSD**, **Data Validation**, **StructUtils** | Import/export, validation, struct helpers |
| **Fab**, **Bridge** | Fab asset library access (optional `EngineWireFab` module) |

</details>

The plugin targets every Unreal Engine minor from 5.0 to 5.8. If it fails to build on yours, please [open an issue](https://github.com/ChiR24/Unreal_mcp/issues/new/choose) with the build log.

## Docker

The image runs the stdio proxy. It has to reach the editor's `/mcp` on `127.0.0.1:3000`, so use host networking (Linux), and pass the token because the container can't read your project folder:

```bash
docker build -t unreal-mcp .
docker run -i --rm --network host -e MCP_AUTOMATION_CAPABILITY_TOKEN=<token> unreal-mcp
```

Use `-i` without `-t`: a TTY corrupts the MCP stream on stdout.

## Documentation

| | |
| --- | --- |
| 📖 [Wiki](https://github.com/ChiR24/Unreal_mcp/wiki) | Quick Start, Installation, Connecting Clients, Using the Gateway, Configuration, Security, Troubleshooting, FAQ, Upgrading |
| 📋 [Action Reference](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/action-reference.generated.md) | Every capability with its effect, scope and consent, generated from the capability records |
| 🔌 [Gateway client guide](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/gateway-client-guide.md) | The gateway contract, with the source file behind each claim |
| 📡 [Protocol](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/protocol.md) | Transports, version negotiation, cancellation |
| 🔐 [Security and receipts](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/security-and-receipts.md) | Scopes, consent, path gating, idempotency, refusal codes |
| 🧪 [Testing guide](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/testing-guide.md) | Test suites and how to add cases |
| 🧩 [Extending the plugin](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/editor-plugin-extension.md) | Adding an editor action: record, handler, route and tests, plus the rules for plugin code |
| 🗺️ [Roadmap](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/Roadmap.md) | Development roadmap |
| 📝 [Changelog](https://github.com/ChiR24/Unreal_mcp/blob/dev/CHANGELOG.md) | What changed in each release |

## Development

```bash
npm install
npm run build              # clean + compile TypeScript to dist/
npm run dev                # run from source with ts-node
npm run lint               # ESLint (CI fails on any warning)
npm run type-check         # tsc --noEmit, sources and tests
npm run test:unit          # Vitest unit tests (no Unreal required)
npm run test:params        # strict parameter audit
npm run registry:generate  # capability records -> generated contracts, native shards, action reference
npm run registry:check     # fail if generated artifacts drift
npm run manifest:check     # fail if the gateway manifest drifts
npm run eval:check         # search-ranking corpus
npm run version:check      # all version sources agree
npm test                   # integration suite (needs a live Unreal Editor serving /mcp)
```

The capability records in `src/tools/catalog/capabilities/records/` are the single source of truth; every `*.generated.*` file, the plugin's `MCP/Generated/` shards and the action reference are generated from them. Never hand-edit generated files. How to add a capability: [Development](https://github.com/ChiR24/Unreal_mcp/wiki/Development).

**CI** runs, in order: ESLint (`npx eslint . --max-warnings=0`), type-check, unit tests, `registry:check`, `manifest:check`, `headers:check`, the strict parameter audit (`test:params`) and `eval:check`, then a blocking runtime dependency audit (`npm audit --omit=dev --audit-level=moderate`) and an informational full-tree audit. A Node 20.19 / 26 matrix adds `build`. Plugin packaging runs only when an Unreal Engine root is configured, because CI runners don't ship an engine. Release archives exclude `Binaries/`, `Intermediate/` and `Saved/`.

## Community

| | |
| --- | --- |
| 💬 [Discussions](https://github.com/ChiR24/Unreal_mcp/discussions) | Questions, ideas, show and tell |
| 🐞 [Issues](https://github.com/ChiR24/Unreal_mcp/issues/new/choose) | Bug reports and feature requests |
| 🗺️ [Project board](https://github.com/users/ChiR24/projects/3) | Roadmap progress and priorities |

**Contributing:** keep pull requests small and focused, with a [Conventional Commits](https://www.conventionalcommits.org/) title; include reproduction steps for bugs; follow the existing code style. See [CONTRIBUTING.md](https://github.com/ChiR24/Unreal_mcp/blob/dev/CONTRIBUTING.md).

## License

MIT. See [LICENSE](https://github.com/ChiR24/Unreal_mcp/blob/dev/LICENSE).

TDQS

D1.9/5.0

Scored across 1 tool

Disambiguation3/5

With only one tool there is no cross-tool ambiguity for an agent to resolve, which is a plus. However, that single tool multiplexes search, describe, execute, and configure operations behind an operation parameter, so the real ambiguity is pushed inside the tool rather than eliminated.

Naming Consistency3/5

The lone name 'unreal' is a plain lowercase noun with no verb_noun convention, so there is no pattern for an agent to learn or rely on. It is not inconsistent with anything, but it establishes no predictable convention for the eventual expanded surface.

Tool Count2/5

One placeholder tool is far too thin for something as broad as driving an Unreal Engine editor, and it forces every capability through a single generic entry point. The count is a deliberate stub, but as a shipped surface it is severely under-scoped.

Completeness2/5

The description explicitly states the editor has not been reached and the contract is a placeholder, so there is no real CRUD or lifecycle coverage to assess. Agents cannot depend on any concrete operation until the editor responds and replaces the tool.

Maintenance

ActivityNo data
ResponsivenessSlow