UEMCP
UEMCP lets you remotely control a live Unreal Engine 5 editor through natural language via Claude or any MCP client — no plugin installation required inside Unreal.
Editor & General
Check connection status and discover running UE instances (
ue_status)Run arbitrary Python with full
unrealmodule access (ue_python) — escape hatch for anything not covered by dedicated toolsExecute any console command, e.g.
stat fps(ue_console_command)Retrieve engine version, project paths, and current level (
ue_project_info)
Actor Management
List, spawn, destroy, move/rotate/scale, set properties, and inspect actors in the open level
Batch-edit multiple actors at once
Asset Management
Search, inspect, import (FBX, OBJ, PNG, WAV, etc.), duplicate, delete assets, create folders, and save all dirty packages
Materials
Create simple constant-based materials, create material instances from a parent (with scalar/vector/texture parameters), and assign materials to actors
Blueprints
Create Blueprint assets, add components, set class defaults, and recompile
Levels
Open existing levels or create new ones (optionally from a template)
Viewport & Camera
Get/set the editor camera position and rotation, focus the camera on a specific actor, and take viewport screenshots
Play-In-Editor
Start and stop play/simulate sessions in the editor viewport
AI / External Asset Libraries
Search Sketchfab, import Sketchfab assets, generate 3D models via AI providers, check generation status, and import results
Provides tools to control and interact with an Unreal Engine 5 editor, including spawning actors, managing assets, manipulating materials, authoring Blueprints, controlling the viewport camera, taking screenshots, and executing arbitrary Python scripts in the editor.
Click on "Deploy 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., "@UEMCP Spawn a point light at the origin with intensity 5000"
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.
UEMCP
Drive Unreal Engine 5 with Claude. Nothing to install inside Unreal.
UEMCP is an open source MCP server by ATDev that connects Claude (Claude Code, Claude Desktop, or any MCP client) to a live Unreal Engine 5 editor. Spawn actors, build materials, author Blueprints, manage assets, fly the viewport camera, take screenshots, and run arbitrary editor Python, all from a conversation.
Why this one is different
Most Unreal MCP servers ship a C++ plugin you have to copy into your project and compile. UEMCP speaks Unreal's built-in Python remote execution protocol instead: the same multicast discovery and TCP command channel that ships with every copy of the engine. That means:
Zero install on the Unreal side. No plugin to build, no project files to modify, no engine version matrix to chase.
Works with vanilla UE 5.0 through 5.7, including Epic Games Launcher builds.
Structured results, not log scraping. Every tool runs inside an error-capturing harness in the editor and returns clean JSON, with real Python tracebacks when something fails.
Self-healing connection. Restart the editor mid-session and the next tool call reconnects automatically.
An escape hatch.
ue_pythongives Claude the fullunrealmodule for anything the 38 dedicated tools do not cover.
Related MCP server: Unreal-MCP
Quickstart
New here? The step-by-step getting started guide walks through everything below in detail, including the one gotcha that trips up Windows machines with a VPN.
1. Set up Unreal (one time, about 30 seconds)
Open your project in Unreal Editor.
Edit > Plugins, search for Python Editor Script Plugin, enable it, restart when prompted.Edit > Project Settings, search for Python, check Enable Remote Execution.
That is the entire Unreal-side setup.
2. Add the server to Claude
With uv installed:
Claude Code
claude mcp add unreal -- uvx uemcpClaude Desktop (claude_desktop_config.json)
{
"mcpServers": {
"unreal": {
"command": "uvx",
"args": ["uemcp"]
}
}
}pip, or from a clone of this repo
pip install uemcp && uemcp
# or
git clone https://github.com/ATDev-Inc/uemcp && cd uemcp && uv run uemcpMore detail, including pinning to one project when several editors are open: docs/setup.md.
3. Talk to your editor
"Spawn a point light 300 units up, make it warm orange at 8000 intensity, then screenshot the viewport."
"Find every static mesh asset with 'rock' in the name and scatter 20 of them in a rough circle around the origin."
"Create a BP_Collectible blueprint with a static mesh component and a sphere collision, set its mesh to the gold coin asset."
Tools
Group | Tools |
Editor |
|
Actors |
|
Assets |
|
Asset libraries |
|
AI generation |
|
Materials |
|
Blueprints |
|
Levels |
|
Viewport |
|
Play |
|
Render |
|
Conventions: project content paths look like /Game/Props/SM_Chair, engine classes like /Script/Engine.PointLight. Distances are centimeters, rotations are [roll, pitch, yaw] in degrees, colors are [r, g, b] in 0..1.
Full parameter and return documentation for every tool: docs/tools.md.
How it works
Claude (MCP client)
| stdio (MCP)
v
uemcp server (this package, plain Python)
| UDP multicast 239.0.0.1:6766 -> discovery ping/pong
| TCP command channel -> JSON commands and results
v
Unreal Editor (built-in Python remote execution)Each tool builds a small Python snippet, wraps it in a harness that catches exceptions, runs it in the editor, and parses a sentinel-prefixed JSON line back out of the log output. The snippet builders are pure functions, so CI compiles every one of them without needing Unreal installed.
How it compares
UEMCP is infrastructure, not a product: an open MCP server that exposes a live UE5 editor to any MCP client, rather than an embedded in-editor agent with a bundled model. For the tradeoffs against embedded agents (and what we borrow from them), see docs/positioning.md.
Configuration
Everything works with defaults when the editor and server are on the same machine. Override with environment variables when needed:
Variable | Default | Purpose |
| (first found) | Prefer a specific project when several editors are open |
|
| Discovery multicast group |
|
| Discovery port |
|
| Host the editor connects back to |
|
| Per-command timeout in seconds |
|
| Discovery wait in seconds |
|
| Discovery retries before giving up |
| (derived) | Path to |
uemcp --project MyGame is shorthand for UEMCP_PROJECT=MyGame.
Security notes
UEMCP executes Python inside your editor process, by design. Treat it like giving Claude the editor's Python console:
The remote execution protocol has no authentication. Keep the defaults (localhost command channel, multicast TTL 0) unless you fully control the network.
Tools can modify and delete project content. Use source control on your project. You should be doing that anyway.
Review what an agent did with
ue_save_allwithheld if you want a manual checkpoint before anything hits disk.
Documentation
Doc | What it covers |
Friendly end-to-end walkthrough from zero to your first spawned actor | |
Detailed Unreal and client setup, multiple editors, remote machines | |
Full reference for all 40 tools: parameters, returns, examples | |
The wire protocol, the snippet harness, and how to add a tool | |
Connection problems, firewalls, common tool errors | |
Prompt recipes: lighting rigs, greyboxing, asset audits |
Development
git clone https://github.com/ATDev-Inc/uemcp
cd uemcp
uv sync
uv run pytest
uv run ruff check .The test suite runs entirely without Unreal: protocol tests talk to a fake editor over real sockets, and every in-editor snippet is compile-checked.
Roadmap
More asset providers on the existing interface (Sketchfab catalog and Meshy text-to-3D ship today): image-to-3D generation, more generation backends, and Fab/Quixel Megascans
Sequencer tools (create level sequences, bind actors, render movies)
Niagara system spawning and parameter control
Landscape sculpting primitives
True PIE (play-in-editor) control with input injection
Asset thumbnails as MCP resources
Community
Contributing: CONTRIBUTING.md has a contribution ladder from docs fixes up to new tools. If you keep reaching for the same
ue_pythonsnippet, that is a tool waiting to be born, and a working snippet pasted into an issue is 80% of the work.Bugs: use the issue templates. The in-editor traceback from the tool error is the most useful thing you can include.
Security: see SECURITY.md. Report vulnerabilities privately, not in public issues.
Releases: CHANGELOG.md and GitHub releases.
Conduct: CODE_OF_CONDUCT.md.
License
MIT. Copyright (c) 2026 ATDev.
Available Tools
31 toolsue_add_componentC
Add a component to a Blueprint (StaticMeshComponent or a /Script class path).
Inputs: blueprint_path (required), component_class (required), name.
ue_asset_infoA
Inspect one asset: class, plus mesh LODs/materials or blueprint class when relevant.
Inputs: path (required).
ue_assign_materialC
Assign a material to the first mesh component of an actor.
Inputs: label (required), material_path (required), slot.
ue_console_commandB
Execute an Unreal console command (for example stat fps or r.ScreenPercentage 50).
Inputs: command (required).
ue_create_blueprintC
Create a Blueprint asset from a parent class path or parent Blueprint asset path.
Inputs: folder (required), name (required), parent_class.
ue_create_folderB
Create a content browser folder, for example /Game/Levels/Greybox.
Inputs: path (required).
ue_create_materialC
Create a simple constant-based material. base_color and emissive are [r, g, b] 0..1.
Inputs: folder (required), name (required), base_color, metallic, +2 more.
ue_create_material_instanceC
Create a material instance of a parent material and set its parameters.
Inputs: folder (required), name (required), parent_path (required), scalar_params, +2 more.
ue_delete_assetA
Delete an asset from the project. Fails if other assets still reference it.
Inputs: path (required).
ue_destroy_actorB
Delete the actor with the given outliner label from the open level.
Inputs: label (required).
ue_duplicate_assetB
Duplicate an asset to a new content path.
Inputs: source (required), destination (required).
ue_focus_actorC
Select an actor and point the viewport camera at it.
Inputs: label (required).
ue_get_actorA
Get an actor's transform, class, and component list by its outliner label.
Inputs: label (required).
ue_get_cameraA
Get the editor viewport camera's location and rotation.
Inputs: no named parameters.
ue_import_assetC
Import a file from disk (FBX, OBJ, PNG, WAV, ...) into the project content folder.
Inputs: file_path (required), destination.
ue_list_actorsA
List actors in the open level, optionally filtered by class or label substring.
Inputs: filter_class, name_contains, limit.
ue_new_levelB
Create and open a new level, optionally copied from a template level asset.
Inputs: path (required), template.
ue_open_levelB
Open a level by content path, for example /Game/Maps/MainLevel.
Inputs: path (required).
ue_playA
Start simulating the open level in the editor viewport.
Inputs: no named parameters.
ue_project_infoA
Get engine version, project paths, and the currently open level.
Inputs: no named parameters.
ue_pythonA
Run arbitrary Python inside the Unreal Editor (full unreal module access).
This is the escape hatch for anything the dedicated tools do not cover. Use print() for output you want back.
Inputs: code (required).
ue_save_allA
Save all dirty packages: the open level and any modified assets.
Inputs: no named parameters.
ue_screenshotA
Take a screenshot of the editor viewport and return it as an image.
Only works when the MCP server runs on the same machine as the editor.
Inputs: width, height.
ue_search_assetsA
Search project assets by name substring and/or class (StaticMesh, Material, ...).
Inputs: root, query, class_filter, limit.
ue_set_actor_propertyB
Set an editor property on an actor (snake_case name, for example intensity).
Lists of 3 or 4 numbers are coerced to Vector or LinearColor when needed.
Inputs: label (required), property_name (required), value (required).
ue_set_actor_transformC
Move, rotate, or scale an actor by its outliner label. Omitted parts are unchanged.
Inputs: label (required), location, rotation, scale.
ue_set_blueprint_defaultB
Set a class default value on a Blueprint and recompile it.
Inputs: blueprint_path (required), property_name (required), value (required).
ue_set_cameraA
Move the editor viewport camera. rotation is [roll, pitch, yaw] in degrees.
Inputs: location (required), rotation (required).
ue_spawn_actorB
Spawn an actor from an engine class (/Script/Engine.PointLight) or an asset (/Game/...).
location is [x, y, z] in centimeters; rotation is [roll, pitch, yaw] in degrees.
Inputs: class_path (required), location, rotation, scale, +1 more.
ue_statusA
Discover running Unreal Editor instances and report connection state.
Inputs: no named parameters.
ue_stop_playA
Stop the active simulate/play-in-editor session.
Inputs: no named parameters.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 31 tools
Each tool has a clearly distinct purpose, targeting specific Unreal Editor resources and actions. Verbs like add, assign, create, delete, spawn, etc., are uniquely paired with nouns, and there is no semantic overlap between tools.
All tools follow the ue_verb_noun or ue_noun_verb pattern consistently. The naming convention is uniform, with verbs in imperative form and nouns identifying the target resource, making it easy to predict tool behavior from its name.
31 tools is on the higher side, but the scope of Unreal Editor operations justifies the count. Tools cover asset management, level editing, actor manipulation, materials, and more, with the ue_python escape hatch reducing the need for additional specialized tools.
The tool surface covers most common editor workflows: CRUD for assets and actors, level operations, material assignment, camera control, and project info. Minor gaps like texture creation are mitigated by import_asset and the ue_python escape hatch.
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