Funplay MCP for Unreal
OfficialAllows AI assistants to control a running Unreal Editor, providing tools for level creation, actor manipulation, blueprint editing, material creation, asset import, Play-In-Editor, screenshots, and arbitrary Python execution.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Funplay MCP for UnrealSpawn a blue cube at origin."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
π If this saves you time, please star the repo β it helps a lot.
Funplay MCP for Unreal lets AI assistants β Claude Code, Cursor, Windsurf, Codex, VS Code Copilot and any other MCP client β operate directly inside a running Unreal Editor. It is a pure-Python editor plugin (no C++ build, works across Unreal Engine 5.3β5.8) that exposes the editor over a local MCP server, plus a tiny Node.js stdio bridge that connects your AI client to it. MIT-licensed and free for commercial use.
Describe what you want in natural language β spawn and arrange actors, build
levels and Blueprints, create materials, import assets, drive Play-In-Editor,
capture screenshots, or run arbitrary execute_python β and let the assistant
do it.
"Build a small arena: a floor, four walls, some point lights, and a player start in the middle. Then play it and send me a screenshot."
The assistant inspects the level, spawns and positions the actors, sets up lighting, enters Play-In-Editor, and returns a screenshot β all through this MCP server.
Demo
Codex asks for a castle, Funplay MCP drives the Unreal Editor through MCP, and the finished scene appears directly in the editor.
Related MCP server: unreal-mcp
Quick Start
Three things: (1) drop the plugin into your project, (2) enable it and start the server, (3) point your AI client at it.
1. Install the plugin
π‘ The plugin is pure Python β there is nothing to compile.
Copy the
FunplayMCP/folder into your project'sPlugins/directory (<YourProject>/Plugins/FunplayMCP/), or downloadFunplay.UnrealMcp.vX.Y.Z.zipfrom the latest Release and extract it there.It depends on the engine's Python Editor Script Plugin, which the
.upluginenables automatically.
2. Enable and start the MCP Server
Open your project. In Edit β Plugins, confirm Funplay MCP for Unreal is enabled, then restart the editor if prompted.
On startup the server listens at
http://127.0.0.1:8765/by default. If the port is busy it automatically picks a free local port (and a second editor of the same project attaches to the existing server).A per-project auth token is generated and stored in
<YourProject>/Saved/FunplayMCP/funplay_mcp_settings.json.Get the endpoint and token any time from **Tools β Funplay MCP β Log Endpoint
Token** (printed to the Output Log).
3. Configure your AI client
The fastest path is the editor menu: Tools β Funplay MCP β Configure Claude Code (or Cursor / VS Code / Codex). It writes the right config with the endpoint and token filled in.
Claude Code (~/.claude.json), Cursor (~/.cursor/mcp.json):
{
"mcpServers": {
"funplay-unreal": {
"command": "npx",
"args": ["-y", "funplay-unreal-mcp"],
"env": {
"FUNPLAY_UNREAL_MCP_URL": "http://127.0.0.1:8765/",
"FUNPLAY_UNREAL_MCP_TOKEN": "<token from the Funplay MCP menu>"
}
}
}
}VS Code (mcp.json) uses the servers key; Codex
(~/.codex/config.toml) uses a [mcp_servers."funplay-unreal"] table. Both are
written for you by the one-click menu.
4. Verify the connection
Ask your assistant to:
call
get_project_info,read the resource
unreal://project/context,run
execute_pythonwithresult = unreal.SystemLibrary.get_engine_version().
Before You Start
Editor only. The server runs inside the Unreal Editor; it does not ship in packaged games.
Loopback only. It binds
127.0.0.1and rejects non-loopback Origins; POST requests require the per-project auth token.Default
coreprofile. A focused 32-tool set is exposed by default; switch tofull(97 tools) in the settings file when you want everything.execute_pythonsafety checks are on by default (a filesystem/process denylist); passsafety_checks=falseto override per call.All
unrealAPI work is marshalled onto the game thread, so the editor never crashes from off-thread access.
Why This Project
execute_pythonfirst. A first-class tool that runs arbitrary Python in the editor β anything the 96 dedicated tools don't cover, you can still do.API discovery built in.
search_api/describe_class/inspect_objectread the embeddedunrealmodule's own docs, so the assistant uses the real API instead of hallucinating it.Pure Python, no build. No C++ module, no compile step, portable across UE 5.3β5.8.
Safe by construction. Game-thread marshalling, loopback binding, auth token, and DNS-rebinding protection out of the box.
One-click client config + project skills. Configure Claude Code / Cursor / VS Code / Codex and generate an
AGENTS.mdbridge from the editor menu.Same family, same conventions as Funplay MCP for Unity / Godot / Cocos.
Highlights
97 built-in tools (32 in the default
coreprofile) across 20 categories.MCP resources (
unreal://...) for project, level, selection, logs, and the tool catalog, plus prompt templates for common workflows.Structured results β every tool returns JSON the assistant can reason over; screenshots come back as inline images.
Auto port-fallback and same-project instance attach.
Zero-dependency Node bridge published to npm as
funplay-unreal-mcp.
MCP Capabilities
Tools: 97 (32 core / 97 full).
Primary execution:
execute_pythonβ run any Python snippet in the editor.Prompts:
level_review,feature_plan,debug_runtime,blueprint_actor.Resources:
unreal://project/context,unreal://project/info,unreal://level/current,unreal://actors/list,unreal://selection/current,unreal://tools/catalog,unreal://logs/recent,unreal://interaction/history, plus templatesunreal://actor/{ref}andunreal://asset/{path}.
Comparison with Funplay MCP for Unity
Funplay MCP for Unreal | Funplay MCP for Unity | |
Editor side | Pure-Python plugin (no build) | C# package |
Primary execution |
|
|
Transport | Local HTTP + stdio bridge | Local HTTP + stdio bridge |
Default exposure |
|
|
Engine versions | UE 5.3β5.8 | Unity 2022.3+ |
Client config | One-click (Claude/Cursor/VS Code/Codex) | One-click |
Built-in Tools
97 built-in tools (32 core). Call get_tool_catalog for the live list.
Category | Tools |
Execution |
|
Reflection |
|
Actors |
|
Components |
|
Assets |
|
Blueprints |
|
Materials |
|
Levels |
|
Play-In-Editor |
|
Viewport |
|
Screenshots |
|
Selection |
|
Editor State |
|
Files |
|
Procedural |
|
Organization |
|
Data |
|
UMG |
|
Effects |
|
Discovery |
|
Repository Layout
FunplayMCP/ # the Unreal editor plugin (pure Python)
FunplayMCP.uplugin
Content/Python/
init_unreal.py # auto-run entry point
funplay_mcp/ # server, transport, registry, providers
tools/ # one module per tool category
stdio-wrapper/ # zero-dependency Node.js stdio<->HTTP bridge
scripts/ # validate_repo.py, package_release.py
tests/ # Node + Python tests (run without the editor)
server.json # MCP registry manifestArchitecture
AI client (Claude Code / Cursor / ...)
β stdio (MCP JSON-RPC)
βΌ
funplay-unreal-mcp (Node bridge, npx)
β HTTP + token β 127.0.0.1:8765
βΌ
Unreal Editor plugin (Python)
β game-thread pump (register_slate_post_tick_callback)
βΌ
unreal API β Actors / Assets / Blueprints / Levels / PIEContributing
See CONTRIBUTING.md. Run python3 scripts/validate_repo.py
before opening a PR.
License
MIT β see LICENSE.
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