unreal-engine-mcp
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Funplay MCP for Unrealofficial
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TDQS
Scored across 72 tools
Most tools target a distinct resource/action and the descriptions clearly separate similar-sounding tools such as ue_status vs ue_editor_status and ue_spawn_actor vs ue_spawn_many. The main ambiguities are ue_import_assets vs ue_import_audio, both of which can handle .wav files, and ue_build_start vs ue_live_compile, but the descriptions resolve these sufficiently.
Names are consistently snake_case and mostly readable, but word order flips between action_noun tools like ue_open_level/ue_spawn_actor and noun_action or noun_noun tools like ue_project_create/ue_editor_open/ue_build_status/ue_engine_list. The preset_* group adds a second prefix, so the convention is mixed but still fairly predictable.
At 72 tools this is far beyond a well-scoped MCP surface; even the heavy band tops out at 25. The server spans multiple subdomains—project management, build/package, assets, presets, Blueprints, materials, rendering, and multiplayer—that should really be split into separate toolsets.
Coverage is broad across the Unreal Engine lifecycle: project creation, build/package, asset import, actor/level editing, Blueprints, materials, rendering, and PIE are all represented. However, notable gaps remain, such as no dedicated texture/image import even though material creation depends on textures, and no Blueprint graph editing; the latter is explicitly delegated to a C++ workflow or ue_exec_python.