unreal-mcp-ue4-for-ohd
unreal-mcp-ue4-for-OHD
UE4.25.4-first MCP server for Operation Harsh Doorstop modding via Unreal Python Remote Execution (stdio transport)
Fork of runreal/unreal-mcp, heavily refactored UE4-first (via a UE4.27.2 stage) and retargeted here to UE4.25.4 for the OHDCore Mod Kit: same transport and tool surface, with version pins, docs links, and Python-dialect constraints adjusted for the kit's embedded Python 2.7.14. Port, tool, docs, and smoke-test work were developed with assistance from OpenAI Codex.
Still under active development — expect bugs, rough edges, and UE4.25-specific limitations.
Published package:unreal-mcp-ue4-for-ohd · Registry name: io.github.RibatTRW/unreal-mcp-ue4-for-ohd
Not an official Epic Games project. Any connected MCP client can inspect and modify your open editor session — use a disposable test project first, especially for asset or world-generation tools.
Contents
Requirements · Setup · Migrating from unreal-mcp-ue4 · Editor remote execution · Usage · Sidebar tab · Internals · Testing · Publishing · Available Tools · Contributing · Troubleshooting · Notes and Limitations · Roadmap · License
Requirements
Need | Pin |
Unreal Engine |
|
Runtime | Node.js |
Client | Any MCP client (Codex, Claude Code, Claude Desktop, Cursor, Copilot in a supported IDE) |
Editor payloads | Python 2.7 only (kit embeds 2.7.14): no f-strings, single-argument |
Reference: Unreal Engine Python API 4.25. No custom C++ plugin is required — the server uses the editor's built-in Python Remote Execution. UE5-only scripting features are not reintroduced; unreliable graph/binding flows are excluded from the MCP surface or return a clear message instead of failing silently.
graph TD
A[MCP client] --> B[unreal-mcp-ue4-for-ohd stdio server]
B --> C[manage_* namespaces + direct tools]
C --> D[Python 2.7 payloads]
D --> E[Unreal Editor via Remote Execution]Setup
Autonomous agents setting up unattended: follow the ordered guide in docs/agent-setup.md.
npm install -g unreal-mcp-ue4-for-ohd # recommended; then reference the `unreal-mcp-ue4-for-ohd` binary
npx unreal-mcp-ue4-for-ohd # one-off invocationLocal source checkout:
git clone https://github.com/RibatTRW/unreal-mcp-ue4-for-OHD.git
cd unreal-mcp-ue4-for-OHD
npm install
npm run build # produces `dist/bin.js`, `dist/index.js`, `dist/editor/tools.js`One install, then one line per client (global vs local-checkout variants). All clients call the same 34 tools over stdio (3 session-info + 3 direct actor CRUD primitives + 28 manage_* namespaces):
Client | Global install | Local checkout |
Claude |
|
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Codex |
|
|
Copilot |
| same file with |
Copilot docs: Extending GitHub Copilot Chat with MCP servers · About Model Context Protocol in GitHub Copilot
Migrating from unreal-mcp-ue4
This fork was renamed to its own identity so it can ship independently of upstream. Upstream credit: the UE4 line derives from conaman/unreal-mcp-ue4 (itself forked from runreal/unreal-mcp).
npm install -g unreal-mcp-ue4 installs upstream's UE4.27 build, not this fork. For the OHD/UE4.25.4 retarget, install the renamed package instead.
Before (upstream name) | After (this fork) |
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Registry | Registry |
Re-add the server in your client (local server labels such as unreal-ue4 are unchanged — only the command changes):
claude mcp add --scope user unreal-mcp-ue4-for-ohd -- unreal-mcp-ue4-for-ohd
codex mcp add unreal-ue4 -- unreal-mcp-ue4-for-ohdCopilot .vscode/mcp.json: change "command" to "unreal-mcp-ue4-for-ohd", keeping the unreal-ue4 server key.
Editor remote execution
Verified live against the kit. In the OHD editor (LaunchEditor.bat → HarshDoorstop.uproject):
Edit -> Plugins: enablePython Editor Script Plugin(ships disabled).Editor Scripting Utilitiesis already enabled — no action needed. EnableSequencerScripting(ships disabled) only for advancedmanage_sequenceactions: actor binding, track/key edits, camera cuts, playback ranges, speed-track analysis.Restart if prompted →
Edit -> Project Settings -> Plugins -> Python→ enableEnable Remote Execution(endpoint239.0.0.1:6766, bind0.0.0.0, raise Multicast TTL from kit default0to1). Restart again if needed.Keep the project open while using the server or tests; restart the editor after any plugin/Python setting change.
No UMG plugin to install (tooling uses shipped editor modules). Do mod experiments in a throwaway content-only mod (Create Mod in the editor); never edit shipped
Plugins/*,HDAssets, or engine content.
Connection env overrides (UNREAL_MCP_*):
Var | Default |
| first non-internal IPv4 |
|
|
|
|
| built-in retry policy |
Usage
Prefer
manage_*namespace tools (action-specific input schemas are exposed over MCP). Namespaces dispatch throughaction+params. Canonical reads:manage_editor.project_info(project),manage_editor.map_info+manage_level.world_outliner(map/level). Discover the surface withmanage_tools(list_namespaces).Direct tools (
get_unreal_*,editor_create/update/delete_object) are low-level primitives for session path discovery and actor CRUD.manage_editor.run_pythonis the escape hatch for debugging, prototyping, and UE4.25 API gaps — still Python 2.7-compatible.
First run: open the kit project and wait for load → confirm plugins + remote execution → npm install -g unreal-mcp-ue4-for-ohd (or npm run build) → open/start the client session → run something read-only:
unreal-mcp-ue4-for-ohd --version(prints version, no stdio transport)manage_editor+action: "project_info"/"map_info"·manage_level+"world_outliner"·manage_tools+"list_namespaces"In prose:
Get project info from the unreal-ue4 server.·List the actors in the current level.·Spawn a StaticMeshActor named TestCube at 0,0,100.
What the server can do: read project/map/asset/actor info; spawn, inspect, move, delete level actors; search assets and inspect references/metadata; create DataAsset/StringTable and other common UE4 data assets; create/edit Blueprint assets and Widget Blueprint trees where UE4.25 Python exposes the APIs.
Sidebar tab
One call sets up the EUW (Editor Utility Widget) sidebar tab end to end — an EUW asset plus a WebBrowser child hosting a web page beside the viewport:
manage_widget + action: "setup_sidebar_tab", params widget_blueprint_path (e.g. /Game/DSHSidebar), url (any page URL; the DSH web GUI is the convention), use_template: true (missing target is duplicated from the golden template — full-fill DSHBrowser + verified On Key Down shortcut fix — instead of built from scratch; re-runs are idempotent, reusing existing targets while refreshing URL/layout).
Caveats: non-DSH pages get no editor-driving loop (typing in them does nothing to the viewport); the 4.25 CEF gate applies (a minimal page renders where a full app shows blank); first template use reports template_staged (the 4.25 Asset Registry can't see the staged /Game file until restart — restart, then re-run); a custom browser_widget_name is ignored on the template path with a warning and DSH asset/browser names stay; if the opened tab looks stale, Compile the widget blueprint in the designer, then dock it beside the viewport.
Internals
TypeScript 7 native toolchain (tsc -p tsconfig.json, ES2022, Node 20 proven), stdio transport, Effect-migrated dispatch/connection layers (Zod stays at the MCP SDK call-site — the SDK only accepts Zod). Recent performance work:
Item | Shape |
Prelude cache | static Python prelude cached in the editor session behind the render seam; cacheable renders are ~1–5% of full bytes, miss resends once ( |
Schema compaction | seven heaviest tool schemas compacted to cut the |
Validation fragments | shared |
Batch design | harness-level chaining memo in docs/w1-batch-design-memo.md, offline prototype green ( |
Connect health-hint | short-lived healthy-connection hint skips redundant reconnects |
Testing
Command | Needs editor? | Covers |
| No | Python 2.7 dialect gate — run after touching |
| No | offline: MCP startup, tool discovery, namespace action schemas, param validation, payload codec, batch prototype, prelude cache, tool surface, dispatch envelope, schema parity, connection session |
| Yes | builds, spawns its own MCP server process, connects to the open editor: startup, discovery, project/map/outliner reads, source-control reads, direct-tool actor create/update/delete, namespace actor spawn/search/transform/inspect/delete, namespace dispatch |
| Yes | above + Blueprint create/component-edit/mesh-assign/compile, DataAsset create + metadata, StringTable, texture import + metadata, Widget create + TextBlock/Button + CanvasPanel/child-widget flows; temp assets under |
| Yes | one-shot raw Python 2.7 probe through the built server, bypassing the editor console |
Runner options: --keep-assets (inspect results in the Content Browser), --skip-namespace (skip namespace-dispatch portion), --verbose (MCP server stderr), --help (options without rebuilding). Windows PowerShell:
cd C:\dev\unreal-mcp-ue4-for-OHD
npm install
npm run test:no-unreal
npm run test:e2e
npm run test:e2e -- --with-assetsSuccess = [PASS] on every step; actor tests visibly create then remove temp actors (both surfaces); asset tests create then remove temp Blueprint/DataAsset/StringTable/Texture/Widget assets. Workflow: test:no-unreal → test:e2e → test:e2e -- --with-assets → try the real client → use a test project before production content.
Publishing
Version format YYYY.M.D-N, unified everywhere (current 2026.9.9-1) — bump it, then:
npm run publish:check # typecheck + rebuild + tarball dry-run
npm run test:e2e -- --with-assets --skip-build # when an OHD (UE4.25) editor is available
npm publish --tag latest # explicit dist-tag required (semver prerelease suffix)prepack runs npm run build, so the tarball always uses a fresh dist.
Available Tools
Notes call out important requirements or UE4.25 limitations when they matter. Empty notes mean there are no additional caveats beyond normal editor setup.
The recommended public surface is the manage_* namespace layer. Prefer manage_editor.project_info, manage_editor.map_info, and manage_level.world_outliner as canonical read entry points, and treat the small direct-tool set as low-level primitives for path discovery and actor CRUD.
Editor Session Info
Core Direct Tools
Core Tool Namespaces
World & Environment Tool Namespaces
Content & Authoring Tool Namespaces
Gameplay & Systems Tool Namespaces
Excluded Capability Areas
These capability areas are intentionally not exposed through the MCP surface in this UE4.25 port because they fail reliably in the current Python environment and only add prompt or context overhead until a native bridge exists.
Capability Area | Effect on MCP Surface | Why It Is Excluded |
Blueprint event-graph event insertion | Related event-node and input-action helpers are excluded from the MCP surface. | The current UE4.25 Python environment does not expose reliable event graph access or K2 event reference setup. |
Blueprint graph inspection and node search | Graph-analysis, graph-inspection, and node-search helpers are excluded from the MCP surface. | The current UE4.25 Python environment does not expose Blueprint graph arrays such as UbergraphPages or FunctionGraphs reliably enough for deterministic inspection. |
Low-level Blueprint graph node creation | Generic graph-node helpers and related self or component reference insertion helpers are excluded from the MCP surface. | The current UE4.25 Python environment does not expose stable low-level graph node creation or member-reference wiring. |
Blueprint function-call node authoring | Function-node helpers that depend on editor graph member-reference setup are excluded from the MCP surface. | The current UE4.25 Python environment does not expose reliable function-call node reference setup. |
Blueprint variable and function metadata inspection | Variable-detail and function-detail helpers are excluded from the MCP surface. | The current UE4.25 Python environment does not expose NewVariables or FunctionGraphs reliably enough for deterministic inspection. |
Blueprint variable authoring | Variable-creation helpers are excluded from the MCP surface. | BPVariableDescription and EdGraphPinType are not exposed in the current UE4.25 Python environment. |
UMG delegate-binding authoring | Widget event-binding and text-binding helpers are excluded from the MCP surface. | DelegateEditorBinding is not exposed in the current UE4.25 Python environment. |
Contributing
main is protected by the protect-main ruleset (PRs only — no direct pushes, force-pushes, or deletions; review threads must resolve). Branch off main, open a PR back, and before pushing run npm run typecheck + npm run check:py27 (plus npm run test:no-unreal when possible). Keep payloads Python 2.7-compatible; the tables above regenerate during build, so run npm run build before committing doc changes.
Troubleshooting
Remote node is not available: open the editor fully first; verifyPython Editor Script Plugin,Editor Scripting Utilities, andEnable Remote Executionare enabled; restart after changing any of them.Connection/discovery on Windows: allow
UnrealEditor.exeandnode.exethrough Windows Defender Firewall. Discovery is UDP multicast on239.0.0.1:6766, command channel on6776. Override the bind address withUNREAL_MCP_BIND_ADDRESSorUNREAL_MCP_COMMAND_ADDRESSwhen the editor can't discover/connect. In JSON configs, escape backslashes or use forward slashes.Client can't find
unreal-mcp-ue4-for-ohdornode: put the npm global binary dir on the client'sPATH(or use the absoluteunreal-mcp-ue4-for-ohdpath); for source checkouts use the absolutenode/node.exepath instead of relying onPATH.Blueprint graph / UMG binding commands unavailable: expected — Widget creation + tree editing work, but delegate bindings and runtime viewport flows don't; Blueprint asset/component/compile + summaries work, but graph inspection, pin wiring, and variable/function metadata are excluded (stock UE4.25 Python doesn't expose them). Full list under
Excluded Capability Areasabove.
Notes and Limitations
World/structure tools use UE4.25-friendly preset builders on engine basic-shape assets.
UMG editing works with native
PanelWidgetparents; absolute positioning targetsCanvasPanelslots — runmanage_widget.ensure_canvas_rootfirst when the root isn't a Canvas. Reparenting the root widget and named-slot edits aren't handled; delegate bindings remain unavailable.Blueprint asset/component editing works; graph inspection, pin wiring, and variable/function metadata inspection are excluded.
The surface mixes granular tools and action-based namespaces so clients can work at different abstraction levels.
Roadmap
Improve Code Architecture (Effect-migration phases 0-7 landed)
Add Dsh Harness Support (
manage_widget.setup_sidebar_tab+ golden template)Add a agent.md so agents can install it easily (landed as
docs/agent-setup.md)Add GitHub Actions CI (
.github/workflows/ci.ymlgreen on main + Tests badge live;protect-mainruleset PR-only with required status checks)Cut a first fork release (tags exist, e.g.
2026.5.12-12; published to npm asunreal-mcp-ue4-for-ohd)Decide registry identity: renamed to the fork's own
io.github.RibatTRW/unreal-mcp-ue4-for-ohd(seeMigrating from unreal-mcp-ue4above)
License
Licensed under the MIT License.