unreal-ai-connection
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- AlicenseNot gradedqualityCmaintenanceEnables AI clients to control Unreal Engine 5 editor for automated Blueprint authoring, level inspection, actor spawning, and other editor workflows via a local Python MCP server and UE plugin.3AGPL 3.0
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- AlicenseNot gradedqualityAmaintenanceUnreal Engine 5.7 editor plugin that gives AI assistants full read/write access to Blueprints, Materials, Animation, Niagara, Config, and more via MCP. 119 actions across 9 domains, pure C++, embedded Streamable HTTP server.300MIT
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- AlicenseNot gradedqualityAmaintenanceA native MCP server for Unreal Engine 5.7 that lets AI assistants inspect and control an open Unreal Editor through a single 'unreal' tool, supporting Python/console command execution and async tasks.1MIT
- AlicenseCqualityBmaintenanceAn MCP server that complements Epic's official Unreal Engine MCP server with 78 additional tools across 14 subsystems for build/cook/package, cinematics, Niagara, automation testing, source control, profiling, World Partition, and project maintenance, using Unreal's built-in Python and Remote Control plugins.78MIT
TDQS
Scored across 105 tools
Most tools are clearly separated by resource type (inspect_sound_*, inspect_blueprint, etc.), but several execution families overlap: execute_unreal_python / exec_python_persistent / run_python_file / apply_python_to_selection all run Python, and get_viewport_screenshot / screenshot_actor / take_high_res_screenshot / render_camera_to_png all capture images. Detailed descriptions mitigate the ambiguity, but an agent could easily misselect without reading carefully.
The server mostly follows a clean verb_noun snake_case pattern, with excellent family consistency in inspect_*, bulk_*, set_*, and poll_* tools. Minor deviations exist: pie_control and unsubscribe are single verbs, sequencer_add_transform_keyframe breaks the verb-first ordering, and some verbs alternate between get_ and inspect_ for similar read operations.
105 tools is an extreme surface, far beyond the 16-25 'heavy' range and even the 50+ extreme-mismatch bar. While Unreal Editor is a broad domain, this many tools creates severe context-window and selection burden, and many tools could be condensed into parameterized families or folded into the Python escape hatch.
The toolset is exceptionally broad: asset inspection/mutation, actor control, level sequencing, audio, niagara, materials, Python execution, console variables, events, marketplace import, and even mod packaging. Missing creation/lifecycle tools for many asset types and the lack of Blueprint graph editing are genuine gaps, but they are workable around via execute_unreal_python and the extensive bulk/batch helpers.