Unreal Engine MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| LOG_LEVEL | No | Logging level (debug | info | warn | error, default: info) | info |
| GRAPHQL_PORT | No | Port for GraphQL endpoint (default: 4000) | 4000 |
| GRAPHQL_ENABLED | No | Enable GraphQL endpoint (default: false) | false |
| UE_PROJECT_PATH | Yes | Path to the Unreal Engine project (.uproject file) | |
| ASSET_LIST_TTL_MS | No | Asset list cache TTL in milliseconds (default: 10000) | 10000 |
| MCP_AUTOMATION_HOST | No | Host for the automation bridge (default: 127.0.0.1) | 127.0.0.1 |
| MCP_AUTOMATION_PORT | No | Port for the automation bridge (default: 8091) | 8091 |
| MCP_AUTOMATION_ALLOW_NON_LOOPBACK | No | Set to true to allow binding to non-loopback addresses (default: false) | false |
| MCP_AUTOMATION_REQUEST_TIMEOUT_MS | No | Request timeout in milliseconds (default: 120000) | 120000 |
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 |
|---|---|
| tools | {
"listChanged": true
} |
| prompts | {} |
| resources | {
"subscribe": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| manage_toolsA | Dynamic MCP tool management. Enable/disable tools and categories at runtime. Actions: list_tools, list_categories, enable_tools, disable_tools, enable_category, disable_category, get_status, reset. |
| manage_assetB | Create, import, duplicate, rename, delete assets. Edit Material graphs and instances. Analyze dependencies. |
| manage_blueprintC | Create Blueprints, add SCS components (mesh, collision, camera), and manipulate graph nodes. |
| control_actorC | Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. |
| control_editorC | Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. |
| manage_levelC | Load/save levels, configure streaming, manage World Partition cells, and build lighting. |
| build_environmentC | Create/sculpt landscapes, paint foliage, and generate procedural terrain/biomes. |
| animation_physicsC | Create animation blueprints, blend spaces, montages, state machines, Control Rig, IK rigs, ragdolls, and vehicle physics. |
| system_controlC | Run profiling, set quality/CVars, execute console commands, run UBT, manage widgets, and execute scripts (Python, console batch, editor utility). |
| manage_sequenceC | Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. |
| manage_inputC | Create Input Actions and Mapping Contexts. Add key/gamepad bindings with modifiers and triggers. |
| inspectC | Inspect any UObject: read/write properties, list components, export snapshots, and query class info. |
| manage_audioC | Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. |
| manage_behavior_treeB | Create Behavior Trees, add task/decorator/service nodes, and configure node properties. |
| manage_lightingB | Spawn lights (point, spot, rect, sky), configure GI, shadows, volumetric fog, and build lighting. |
| manage_performanceC | Run profiling/benchmarks, configure scalability, LOD, Nanite, and optimization settings. |
| manage_geometryC | Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. |
| manage_skeletonB | Edit skeletal meshes: add sockets, configure physics assets, set skin weights, and create morph targets. |
| manage_material_authoringC | Create materials with expressions, parameters, functions, instances, and landscape blend layers. |
| manage_textureC | Create procedural textures, process images, bake normal/AO maps, and set compression settings. |
| manage_effectC | Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. |
| manage_gasC | Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. |
| manage_characterC | Create Character Blueprints with movement, locomotion, and animation state machines. |
| manage_combatC | Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). |
| manage_aiB | Create AI Controllers, configure Behavior Trees, Blackboards, EQS queries, and perception systems. |
| manage_inventoryC | Create item data assets, inventory components, world pickups, loot tables, and crafting recipes. |
| manage_interactionC | Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. |
| manage_widget_authoringB | Create UMG widgets: buttons, text, images, sliders. Configure layouts, bindings, animations. Build HUDs and menus. |
| manage_networkingB | Configure multiplayer: property replication, RPCs (Server/Client/Multicast), authority, relevancy, and network prediction. |
| manage_game_frameworkC | Create GameMode, GameState, PlayerController, PlayerState Blueprints. Configure match flow, teams, scoring, and spawning. |
| manage_sessionsA | Configure local multiplayer: split-screen layouts, LAN hosting/joining, voice chat channels, and push-to-talk. |
| manage_level_structureC | Create levels and sublevels. Configure World Partition, streaming, data layers, HLOD, and level instances. |
| manage_volumesC | Create trigger volumes, blocking volumes, physics volumes, audio volumes, and navigation bounds. |
| manage_navigationC | Configure NavMesh settings, add nav modifiers, create nav links and smart links for pathfinding. |
| manage_splinesC | Create spline actors, add/modify points, attach meshes along splines, and query spline data. |
| manage_tasksA | Async task queue for long-running operations. Submit tool calls for background execution, poll status, retrieve results. Use for operations that may take 30+ seconds (landscape sculpting, asset imports, blueprint compilation). Actions: submit (queue a tool call), status (check progress), result (get output), list (show all tasks), cancel (abort task), cleanup (remove old tasks). |
| workflowB | Composite workflow tool that chains multiple operations into high-level workflows. Actions: level_performance_audit (comprehensive level analysis with scene stats, actor summary, perf capture, lighting status, and recommendations), blueprint_health_check (analyze a blueprint for compilation issues, graph complexity, and general health), scene_populate (fill a bounding box with randomized static mesh actors), quick_test (smoke test the current level: info, actors, PIE, viewport capture). |
| manage_testsA | Run and manage UE Automation Tests. Actions: list_tests (discover available tests), run_test (execute a specific test by name), run_all_tests (execute all automation tests), run_tests_by_filter (run tests matching a filter pattern), get_test_results (get the latest test report). |
| asset_pipelineA | External AI asset generation pipeline. Generate 3D models and textures using AI services (Meshy, Tripo) and import them directly into UE. Requires API keys set via environment variables (MESHY_API_KEY, TRIPO_API_KEY). Actions: list_providers (show configured services), generate_3d_model (text-to-3D), generate_texture (text-to-texture), check_generation_status (poll task progress), download_and_import (fetch generated asset and import into UE). |
| validateB | Assertion and validation tools. Run structured checks that return pass/fail with diagnostics, affected assets, and suggested next actions. Actions: assert_blueprint_compiles, assert_map_clean, assert_no_missing_references, assert_naming_conventions, assert_performance_budget, run_validation_suite, get_validation_report, set_acceptance_criteria, get_acceptance_criteria. |
| checkpointB | Checkpoint and transaction system. Create semantic snapshots of level state, diff between checkpoints, and rollback changes. Actions: create_checkpoint, list_checkpoints, diff_checkpoint, restore_checkpoint, delete_checkpoint, begin_transaction, commit_transaction, rollback_transaction. |
| observeB | Runtime observability and playtest feedback. Start PIE playtests, capture snapshots at intervals, query logs, correlate events, and generate structured reports. Actions: query_logs, get_log_summary, start_playtest, capture_snapshot, stop_playtest, get_playtest_report, run_scenario, get_runtime_state. |
| source_controlA | Source control integration. Git-backed by default, with a provider-agnostic interface for future Perforce support. Actions: status, checkpoint (commit), revert, changed_since, lock, unlock, change_summary. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| create-playable-character | Set up a playable character Blueprint with movement component, spring-arm camera, capsule collision, and Enhanced Input bindings. |
| setup-gas-ability | Create a complete GAS (Gameplay Ability System) ability with attribute set, gameplay effect, cooldown, cost, and cue. |
| create-multiplayer-lobby | Set up a multiplayer lobby with session management, game mode, player state, and network replication. |
| level-performance-audit | Analyze the current level for performance issues: draw calls, triangle counts, texture memory, lighting cost, and LOD configuration. |
| setup-material-instance | Create a material instance from a parent material with parameter overrides for color, texture, roughness, and metallic values. |
| create-ai-npc | Set up an AI NPC character with AI Controller, Behavior Tree, Blackboard, perception senses, and patrol logic. |
| blueprint-health-check | Analyze a Blueprint for common issues: compilation errors, disconnected nodes, unused variables, missing references, and excessive complexity. |
| setup-niagara-effect | Create a Niagara particle system with emitters, spawn rate, velocity, color, and renderer modules. |
| create-ui-widget | Create a UMG widget Blueprint with layout panels, text, buttons, bindings, and animations for HUD or menu screens. |
| setup-enhanced-input | Configure the Enhanced Input system with Input Actions, an Input Mapping Context, keyboard/gamepad bindings, modifiers, and triggers. |
| create-save-system | Set up a save/load game system using a SaveGame Blueprint with serialized player state, world state, and slot management. |
| setup-inventory-system | Create a complete inventory system with item data assets, inventory component, world pickups, equipment slots, and loot tables. |
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 |
| Project Summary | Sharp opinionated summary: game mode, maps, key BPs, actor counts, engine version |
| Recent Changes | Last 15 mutating operations with semantic summaries (from operation journal) |
| Recent Errors | Recent tool failures and warnings with structured diagnostics |
| Acceptance Criteria | Machine-readable design contract: genre, perf budget, naming conventions, platform targets |
| Runtime Logs | Recent runtime log summary: error/warning counts, top categories, recent errors |
| UE5 Docs: blueprint | Blueprint API: K2Nodes, pins, graph manipulation, compilation, and FBlueprintEditorUtils |
| UE5 Docs: animation | Animation API: UAnimInstance, state machines, montages, blend spaces, control rigs, IK, retargeting |
| UE5 Docs: actor | Actor/Component API: AActor lifecycle, component hierarchy, spawning, attachment, transforms |
| UE5 Docs: materials | Material API: UMaterial, UMaterialInstance, expressions, shading models, parameters, Nanite/Lumen |
| UE5 Docs: niagara | Niagara/VFX API: UNiagaraSystem, emitters, modules, renderers, data interfaces, GPU simulation |
| UE5 Docs: enhanced-input | Enhanced Input API: UInputAction, UInputMappingContext, triggers, modifiers, input values |
| UE5 Docs: networking | Networking/Replication: property replication, RPCs, authority, prediction, relevancy, dormancy |
| UE5 Docs: gas | Gameplay Ability System: abilities, effects, attributes, gameplay tags, gameplay cues |
| UE5 Docs: world-building | World/Level API: UWorld, level streaming, World Partition, data layers, HLOD, landscape, foliage |
| UE5 Docs: sequencer | Sequencer API: ULevelSequence, UMovieScene, tracks, sections, channels, keyframes, cinematics |
Latest Blog Posts
- Who's Calling? MCP Hosts Are an Identity Blind Spot (And the Spec Knows It)By Om-Shree-0709 on .mcpAgent IdentityOAuth 2.1
- Your AI Chatbot Just Exposed Your CEO's Salary to an InternBy Om-Shree-0709 on .Agent IdentityMCP SecurityOAuth Delegation
- Why MCP Servers Need Execution Sandboxing (And Why Your Current Stack Isn't Enough)By Om-Shree-0709 on .Agentic AiPrompt InjectionWebAssembly
MCP directory API
We provide all the information about MCP servers via our MCP API.
curl -X GET 'https://glama.ai/api/mcp/v1/servers/Flux-Point-Studios/unreal-mcp'
If you have feedback or need assistance with the MCP directory API, please join our Discord server