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unreal-ai-connection

Unreal AI Connection

Drive Unreal Engine 5.7 from any MCP-compliant client over a local TCP socket.

105 tools total. Zero pixel-clicking. ~50ms round-trip.

CI License Unreal Engine Python MCP Tests Tools Changelog PRs Welcome

Unreal AI Connection — abstract geometric AI core on the left, orange data streams flowing right into a wireframe low-poly 3D landscape with mountains and a glowing river

Live demo: an MCP client procedurally builds an elven city in Unreal Engine 5.7 and orbits a camera

Live capture — an MCP client builds the scene and orbits the camera entirely over the local TCP socket. Reproduce with scripts/capture_demo_gif.py.

Native C++ handlers — not Python Remote Execution. ~50 ms round-trips across 105 tools · 498 tests · MIT · works with Claude Code, Cursor, Cline, Codex, Gemini, Continue, Windsurf & Zed.

If this saves you time, a star helps other devs find it.

Authoring high-quality assets: see docs/ASSET-PIPELINE-BLENDER.md.


Install (one paste, any client)

Every route below only wires the stdio bridge. You must separately install the UE 5.7 plugin into your project's Plugins/ folder and launch the editor (it binds 127.0.0.1:18888). See docs/setup/README.md for the prerequisite, and docs/DISTRIBUTION.md for how this is published.

Claude Code — paste the owner/repo, no clone needed:

/plugin marketplace add NAJEMWEHBE/unreal-ai-connection
/plugin install unreal-ai-connection@unreal-ai-connection

Cursor — one-click deeplink. Base64-encode your machine's bridge path into this template:

cursor://anysphere.cursor-deeplink/mcp/install?name=unreal-ai-connection&config=<BASE64>

where <BASE64> is base64 of {"command":"python3","args":["/ABSOLUTE/PATH/TO/bridge/unreal_ai_connection_bridge.py"]} (on Windows use "command":"py" if python3 is not on PATH). Manual fallback — .cursor/mcp.json:

{ "mcpServers": { "unreal-ai-connection": { "command": "python3", "args": ["/ABSOLUTE/PATH/TO/bridge/unreal_ai_connection_bridge.py"] } } }

VS Code — install deeplink (URL-encode the JSON for your path):

vscode:mcp/install?<URL-ENCODED {"name":"unreal-ai-connection","command":"python3","args":["/ABSOLUTE/PATH/.../bridge/unreal_ai_connection_bridge.py"]}>

Windows: all snippets use python3; if that's not on PATH use the py launcher instead ("command": "py"). The .claude-plugin/mcp-config.json marketplace path uses python3 for cross-platform consistency — Windows users without python3 should use the manual per-client recipe in docs/setup/ with py.

Every other client — copy-paste recipe per client:

Client

Route

Recipe

Claude Code

/plugin marketplace add NAJEMWEHBE/unreal-ai-connection

docs/setup/claude-code.md

Claude Desktop

edit claude_desktop_config.json

docs/setup/claude-desktop.md

Cursor

deeplink / .cursor/mcp.json

docs/setup/cursor.md

Codex CLI

codex mcp add unreal-ai-connection -- …

docs/setup/codex-cli.md

Windsurf

mcp_config.json

docs/setup/windsurf.md

Continue

~/.continue/config.yaml

docs/setup/continue.md

Cline

MCP Marketplace tab / settings

docs/setup/cline.md

Zed

~/.config/zed/settings.json

docs/setup/zed.md

Gemini CLI

~/.gemini/settings.json

docs/setup/gemini-cli.md

VS Code Copilot

.vscode/mcp.json

docs/setup/vscode-copilot.md

Also discoverable in the official MCP Registry as io.github.najemwehbe/unreal-ai-connection (feeds the VS Code MCP gallery, mcp.so, PulseMCP) and submittable to the Cline marketplace via llms-install.md.


Jump to


How it fits together

graph LR
    A[Any MCP client] -->|stdio MCP| B[Python Bridge]
    B -->|TCP 127.0.0.1:18888| C[UnrealClaudeMCP plugin<br/>UE editor module]
    C -->|native C++ API| D[Unreal Editor 5.7]
sequenceDiagram
    participant User
    participant Client as MCP client<br/>(e.g. Claude Code)
    participant Bridge as Python bridge
    participant Plugin as UE plugin module
    participant Editor as Unreal Editor 5.7

    User->>Client: "Spawn a Cube at origin"
    Client->>Bridge: stdio MCP — tools/call spawn_actor
    Bridge->>Plugin: TCP 127.0.0.1:18888<br/>JSON-RPC framed
    Plugin->>Editor: GEditor->SpawnActor()
    Editor-->>Plugin: success + actor ref
    Plugin-->>Bridge: JSON-RPC result
    Bridge-->>Client: MCP envelope
    Client-->>User: rendered confirmation<br/>(~50ms total)

You ask Claude Code: "Take a screenshot of my level and tell me what's there." — Claude resolves the request to a tool call, the bridge forwards it as JSON-RPC to the running editor, the plugin captures the viewport, and Claude renders the image inline. Same flow works for spawning actors, inspecting Blueprints, mutating Widget Trees, executing arbitrary unreal.* Python, listing actors, focusing the viewport, loading levels, taking high-res screenshots.

The plugin binds to 127.0.0.1 only — your running editor is never reachable across the network.


Why it exists

UE 5.7's Python reflection has known dead-ends. Most painfully: EditorUtilityWidgetBlueprint.WidgetTree is a UPROPERTY() without EditAnywhere, so neither get_editor_property nor direct attribute access can reach it. This blocks "let an LLM build me an editor utility panel" workflows entirely.

The plugin sidesteps these limits by calling UE's native C++ APIs directly inside the editor process. It's also dramatically faster than driving UE's GUI with screenshot pixel-clicks — ~50ms round-trip vs. minutes of GUI fiddling.


Why MCP specifically

MCP (Model Context Protocol) is a vendor-neutral I/O protocol designed for LLM tool-use. Because this plugin speaks MCP rather than baking in any one client, every conforming client gets all 105 tools for free: Claude Code, Codex CLI, Cursor, Gemini CLI, Continue, Zed, Cline, and any future entrant. Switch clients without changing the plugin or the bridge.

The wire format is stdio MCP between client and bridge, then a tight length-prefixed JSON-RPC over TCP 127.0.0.1:18888 between bridge and the running UE editor. Either side can be reimplemented in another language; the contract is the JSON.


Tools

105 tools total. 72 are native C++ handlers registered by the plugin at editor startup; 33 are bridge-side synthetic tools (wait_for_events, get_camera_transform, set_camera_transform, screenshot_actor, compile_mod_pak, compile_mod_pak_direct, bulk_delete_assets, bulk_move_assets, bulk_rename_assets, bulk_duplicate_assets, bulk_inspect_assets, inspect_data_asset, inspect_sound_class, inspect_sound_submix, inspect_audio_bus, inspect_material_function, inspect_metasound, find_unused_assets, get_reference_chain, bulk_compile_blueprints, audit_blueprint_compile_status, find_actors_by_class, bulk_focus_actors, bulk_screenshot_actors, bulk_set_actor_property, compare_assets, bulk_set_console_variables, inspect_dependency_graph, bulk_fix_redirectors, marketplace_search, marketplace_import, convert_hdri_to_cubemap, sequencer_add_transform_keyframe) that compose existing handlers without a dedicated UE round-trip (or, for compile_mod_pak and compile_mod_pak_direct, shell out to RunUAT or UnrealPak entirely outside the UE process) — see bridge/unreal_ai_connection_bridge.py's SYNTHETIC_TOOLS. Per-tool JSON schemas and examples live in docs/TOOLS.md. Grouped overview:

Python execution (5 tools)

Tool

Purpose

execute_unreal_python

Universal escape hatch — run arbitrary unreal.* Python in the editor's interpreter. Multi-line scripts work.

run_python_file

Execute a .py file from disk in the editor's Python interpreter.

apply_python_to_selection

Run a Python snippet with the editor's current selection bound as actors / assets.

exec_python_persistent

Persistent Python session — variables defined in one call survive into the next.

reset_python_state

Wipe the persistent session's globals.

Project / asset registry (8 tools)

Tool

Purpose

get_project_summary

Project name, engine version, enabled plugins, asset count.

find_assets

Query the asset registry by class + path + name.

inspect_asset

Class, tags, dependencies, referencers, on-disk size.

move_asset

Move an asset to a different folder; UE creates a redirector at the source path.

rename_asset

Change an asset's leaf name in place; UE creates a redirector at the old name.

duplicate_asset

Copy an asset to a new path.

delete_asset

Delete an asset; refuses if referenced by other packages unless force=true.

fix_up_redirectors

Resolve all object redirectors under a folder.

Blueprint / widget / animation introspection (14 tools)

Tool

Purpose

inspect_blueprint

Variables, function/event graphs, parent class of any Blueprint asset.

compile_blueprint

Recompile a Blueprint asset and report errors.

inspect_widget_tree

Read the widget hierarchy of a UWidgetBlueprint or EUW (the thing UE Python can't do).

inspect_widget_blueprint

Widget-BP-specific surface: animations, delegate bindings, palette category, inherited named slots, property-binding count, blueprint compile status. Pairs with inspect_blueprint + inspect_widget_tree.

edit_widget_tree

Mutate the tree: set_root / add_child / set_property. Solves the EUW WidgetTree blocker.

inspect_anim_blueprint

Read variables and state machines of an Animation Blueprint.

inspect_anim_montage

Read sections, slots, and notify tracks of an UAnimMontage.

inspect_static_mesh

LODs, materials, collision, bounds for a UStaticMesh.

inspect_skeletal_mesh

LODs, materials, sockets, skeleton info for a USkeletalMesh.

inspect_physics_asset

Body setups (one per simulated bone), constraint setups (joints between bodies), bounds-bodies subset, named physical-animation + constraint profiles. Cross-links to inspect_skeletal_mesh via preview_skeletal_mesh.

inspect_niagara_system

Emitters and exposed user parameters of a Niagara system.

inspect_landscape

Components, layers, and material info for a landscape actor.

inspect_data_table

RowStruct identity, sorted row names, per-property name+type for every FProperty on the row struct, plus client-strip / ignore-extra/missing-fields flags.

inspect_curve

UCurveBase channel layout (1ch UCurveFloat / 4ch UCurveLinearColor / 3ch UCurveVector), per-channel name + key count + per-channel + global time/value range.

Materials (4 tools)

Tool

Purpose

create_material_instance

Create a UMaterialInstanceConstant asset with a parent material set.

set_mi_parameter

Override a scalar/vector/texture parameter on a material instance. Type discriminator picks value shape.

inspect_material

List parameter names declared by a UMaterial or UMaterialInstance (scalar/vector/texture/static-switch).

inspect_material_instance

Read a material instance's parent + currently-overridden parameter values.

Textures (3 tools)

Tool

Purpose

import_texture

Bring an image file (PNG / JPG / EXR / TGA / BMP / HDR) from disk into the project as a UTexture2D asset via UE's canonical import path.

configure_texture

Adjust SRGB / compression / LOD group / filter on an existing texture asset.

inspect_texture

Texture class, surface dimensions, sRGB, compression, filter, LOD group, mip-gen, virtual-texture / never-stream flags, composite-texture cross-link. UTexture2D-specific size / mips / pixel format / imported source dimensions emitted conditionally.

Level Sequences (3 tools)

Tool

Purpose

inspect_sequence

Read structure of a Level Sequence: tracks, sections, bindings, frame rate, playback range.

create_sequence

Create a new empty Level Sequence asset with a configured display rate and playback range.

bind_actor_to_sequence

Add a level actor as a possessable binding to a Level Sequence.

Level / actor authoring (16 tools)

Tool

Purpose

get_actors_in_level

Name / class / transform of every actor; optional case-insensitive substring filter.

spawn_actor

Create an actor at a location with optional rotation, label, and initial properties. Class path supports built-ins and Blueprints.

set_actor_transform

Move / rotate / scale an existing actor by name. Absolute or relative mode.

delete_actor

Remove an actor by name. Force flag overrides children-attached safety check.

set_actor_property

Mutate any UPROPERTY on an actor. Supports primitives, FName/FText, vectors, rotators, colors, enums, and TSoftObjectPtr.

add_component

Attach a component (UActorComponent / USceneComponent subclass) to an existing actor at runtime, optionally socketed.

focus_actor

Select an actor by label and frame the viewport on it.

load_level_by_path

Open a level by package path.

find_actors_by_class

Filter the active level's actors by class. Composes get_actors_in_level and matches against the short class name. Bridge-side synthetic.

bulk_focus_actors

Frame the viewport on each actor in a sequence, optionally screenshotting each one. Composes focus_actor (+ get_viewport_screenshot) per name. Bridge-side synthetic.

bulk_screenshot_actors

Focus + screenshot each actor in a sequence. Composes screenshot_actor per name. Bridge-side synthetic.

bulk_set_actor_property

Apply many {actor, property, value} mutations in one call. Composes set_actor_property per assignment. Bridge-side synthetic.

compare_assets

Symmetric diff between two assets' inspect_asset outputs. Bridge-side synthetic.

bulk_set_console_variables

Set many CVars in one call with optional atomic rollback. Composes get_console_variable + set_console_variable. Bridge-side synthetic.

inspect_dependency_graph

BFS the asset dependency graph (down by default, optional bidirectional sweep). Composes inspect_asset recursively. Bridge-side synthetic.

bulk_fix_redirectors

Resolve redirectors across many content folders in one call. Composes fix_up_redirectors per folder. Bridge-side synthetic.

Viewport / screenshots (3 tools)

Tool

Purpose

get_viewport_screenshot

Active viewport as a base64 PNG, returned inline.

take_high_res_screenshot

Trigger UE's HighResShot console command.

render_camera_to_png

Force a synchronous render of the level-editor viewport (or an off-screen SceneCapture2D at arbitrary resolution) and write a PNG — works headless where deferred screenshots fail.

Console / logs (5 tools)

Tool

Purpose

get_log_lines

Read recent UE Output Log entries from the in-process ring buffer. Filter by category and minimum verbosity.

execute_console_command

Run a UE console command (e.g. stat fps, r.ScreenPercentage 50) and capture its output.

get_console_variable

Read a single console variable's current value.

set_console_variable

Write a value to a console variable.

find_console_variables

Enumerate console variables matching a name pattern.

Long-running tasks (4 tools)

Tool

Purpose

start_sleep_task

Reference long-running task — sleeps for N seconds. Used to exercise the task pattern from clients.

poll_task

Read a task's current state / result.

cancel_task

Cancel an in-flight task by id.

list_tasks

Enumerate all tracked tasks and their states.

Event push / subscriptions (5 tools)

Tool

Purpose

poll_events

Drain queued editor events (actor spawn/delete, asset add/remove/rename/import, level save, map change) from the in-process EventBus.

wait_for_events

Bridge-side synthetic tool — block until matching events arrive or timeout_ms elapses, by polling poll_events at poll_interval_ms cadence.

register_subscription

Open a per-client subscription channel for a filtered event stream.

poll_subscription

Drain queued events from a specific subscription.

unsubscribe

Close a subscription.

Audio (3 tools — introspection trio)

Tool

Purpose

inspect_sound_cue

USoundCue duration, multipliers, attenuation cross-link, root sound-node class, full graph node list (sorted, with class taxonomy).

inspect_sound_wave

USoundWave sample rate, channels, frame count, duration, compression type + runtime format + compressed-data size, sound group, looping/streaming flags, loading behavior, subtitle + cue-point + loop-region counts. Editor-only LUFS / sample-peak / comment fields conditional.

inspect_sound_attenuation

USoundAttenuation 3D-playback rules: distance algorithm + shape, spatialization, air-absorption LPF/HPF, listener focus, occlusion tracing, reverb send, priority attenuation, plus assorted feature flags. Each major feature is gated by its master bitfield; sub-objects collapse to {enabled: false} when disabled.

Camera (3 tools — bridge-side synthetic)

Tool

Purpose

get_camera_transform

Read the level-editor viewport camera's location + rotation. Composes execute_unreal_python + get_log_lines via the marker pattern.

set_camera_transform

Set the level-editor viewport camera's location and/or rotation. Single execute_unreal_python round-trip.

screenshot_actor

Frame the viewport on a specific actor and capture a focused PNG. Composes focus_actor + get_viewport_screenshot.

Self-introspection (1 tool)

Tool

Purpose

list_tools

Names of every registered method (for autodiscovery).

Adding a 73rd C++ handler is one .cpp file plus one line of registration — see docs/ARCHITECTURE.md. New synthetic tools are an entry in SYNTHETIC_TOOLS plus a function in bridge/unreal_ai_connection_bridge.py.


Quick start

Engineers (you already build UE projects from source)

  1. Drop the plugin in. Copy UnrealClaudeMCP/ into <YourProject>/Plugins/.

  2. Regenerate project files. Right-click <YourProject>.uprojectGenerate Visual Studio project files.

  3. Build the editor. Open the .sln, build Development Editor | Win64. First build takes ~5–15 min.

  4. Launch. Open the .uproject. The MCP server auto-starts on 127.0.0.1:18888. Look for these lines in the Output Log:

    [LogUnrealClaudeMCP] Module started
    LogUCMCPHandler: Registered handler 'execute_unreal_python'
      ... (64 lines)
    [LogUCMCP] Listening on 127.0.0.1:18888
  5. Wire your MCP client. Copy examples/.mcp.json.example to your project root as .mcp.json, edit the path to point at bridge/unreal_ai_connection_bridge.py, restart your client, and approve the new MCP server. Same bridge works with Claude Code, Claude Desktop, Cursor, Codex CLI, Windsurf, Continue, Cline, Zed, Gemini CLI, and VS Code Copilot — see docs/setup/ for per-client copy-paste recipes.

Non-engineers / GUI-only users

See docs/INSTALLATION.md — step-by-step, screenshot-first.

Verify it works

The smoke test fires every default-on tool from a plain Python TCP client (not through Claude Code) — a fast way to confirm the plugin loaded and the server is alive:

python examples/smoke_test.py

You'll see structured JSON output for every default-on step (eleven banner-headed sections, plus a few unbannered checks for the asset registry, sequencer and materials handlers — the last two skip with a print if your project has no Level Sequences or Materials in /Game/). Last line: "Smoke test complete."


What's in the box

UnrealClaudeMCP/                The Unreal Engine plugin (drop into <Project>/Plugins/)
  Source/UnrealClaudeMCP/         C++ editor module
  Resources/                      MCP manifest JSON
  UnrealClaudeMCP.uplugin         Plugin manifest

bridge/
  unreal_ai_connection_bridge.py     Python stdio ↔ TCP bridge for any MCP client

examples/
  smoke_test.py                   Connects to the live server, fires the safe tools
  .mcp.json.example               Template Claude Code MCP config

docs/
  INSTALLATION.md                 Step-by-step install for a UE 5.7 project
  TOOLS.md                        What each tool does + JSON examples
  ARCHITECTURE.md                 How the pieces fit + UE 5.7 API gotchas

tests/                            Pytest suite for the bridge (no UE required)
.github/workflows/                CI runs the bridge tests on every push & PR

Status

Latest release

v0.9.1 — 2026-05-08

Tools

105 live — 72 native C++ handlers (one MCP method per Handler_*.cpp) plus 33 bridge-side synthetic tools (Python-only composition over existing handlers; never crosses the TCP wire as a dedicated round-trip). See docs/TOOLS.md for the per-tool reference.

Tested on

UE 5.7.4 / Windows 11 / Visual Studio Build Tools 2022 / MSVC 14.44 / NETFXSDK 4.8.1

Build status

Plugin compiles + loads against UE 5.7.4 host on Windows 11; 72 handlers register, TCP server binds 127.0.0.1:18888, bridge round-trip via tools/call list_tools returns full registry.

Bridge tests

498 pytest cases, ~99% coverage

CI

GitHub Actions on every push and PR

Development workflow

Multi-agent ensemble — Opus orchestrates, Codex authors C++, Sonnet handles Python + recon, NVIDIA cloud + local OSS LLMs run pre-PR diff review, Copilot CLI gives a second opinion, Gemini auto-review fires on every PR open. No single model gates a merge.

Roadmap / status honesty

One in-flight item is stated plainly here so nothing is oversold:

  • Officially built & tested on UE 5.7. Other UE versions are community / best-effort: the cross-engine compatibility scaffold lets you build from source for your engine version (uncertified, not actively maintained, contributions welcome). See ADR-0001 / docs/PHASE-H-COMPAT.md.


What this is NOT

  • A general MCP server framework — this is bonded to UE's editor process.

  • A live-broadcast tool — for that, look at vMix, OBS, NDI Studio Monitor.

  • An Aximmetry / Pixotope / Disguise replacement — those have multi-engineer multi-year codebases.


Contributing

Issues and PRs welcome. Two house rules:

  1. Verify UE API claims against UE 5.7 source. Past reviewer subagents have made specific UE API claims that turned out wrong; ground-truth the engine source before committing.

  2. Each new MCP handler is one Handler_*.cpp file in Source/UnrealClaudeMCP/Private/MCP/Handlers/, plus one extern declaration and one Reg.Register(Make_Handler_*()) line in UnrealClaudeMCPModule.cpp. Don't grow the foundation — add handlers.

Running tests

Bridge unit tests run without UE in under a second:

pip install pytest pytest-cov
pytest tests/

CI runs the same suite on every push and PR (see .github/workflows/tests.yml). The live integration smoke test in examples/smoke_test.py requires a running UE editor — see tests/README.md.


License

MIT — see LICENSE. © 2026 HD Media (Kuwait).

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