unreal-mcp
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- AlicenseBqualityCmaintenanceEnables Claude to control Unreal Engine 5 editor, spawn actors, build materials, author Blueprints, and more, with zero plugin installation.3188 PyPIMIT
- AlicenseNot gradedqualityDmaintenanceEnables AI assistants to interact with Unreal Editor 5 through the Python remote execution protocol. It allows for managing the editor lifecycle, configuring project settings, and executing Python scripts directly within the Unreal Engine environment.MIT
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Funplay MCP for Unrealofficial
AlicenseNot gradedqualityCmaintenanceEnables AI assistants to directly control and interact with the Unreal Editor through natural language, allowing tasks such as spawning actors, building levels, creating materials, and running Python scripts.3MIT- AlicenseNot gradedqualityCmaintenanceEnables AI agents to control and query Unreal Engine 4.27.2 editor through MCP, supporting asset creation, level editing, and project inspection via Python remote execution.39 npm20MIT
TDQS
Scored across 11 tools
Each tool targets a distinct resource and action—actors, assets, the viewport, saving, or status. The only broad tool, unreal_execute_python, explicitly frames itself as an escape hatch and tells agents to prefer specific tools, so there is no real ambiguity.
Every tool follows the same `unreal_<verb>_<noun>` snake_case pattern, e.g. list_actors, spawn_actor, delete_actor, take_screenshot, save_all. This makes the tool surface highly predictable.
Eleven tools is a well-scoped size for Unreal Editor automation: core actor and asset operations, viewport control, diagnostics, and saving are all represented without excessive redundancy. Each tool earns its place.
The set covers the main actor lifecycle (list, spawn, transform, delete), asset listing/import, viewport framing, screenshots, and saving, which forms a coherent workflow. Some asset management operations like delete or rename are missing, but unreal_execute_python provides a workaround for uncovered cases.