Skip to main content
Glama

UEMCP

CI PyPI Python License: MIT

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_python gives Claude the full unreal module 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)

  1. Open your project in Unreal Editor.

  2. Edit > Plugins, search for Python Editor Script Plugin, enable it, restart when prompted.

  3. 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 uemcp

Claude 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 uemcp

More 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

ue_status, ue_python, ue_console_command, ue_project_info

Actors

ue_list_actors, ue_spawn_actor, ue_destroy_actor, ue_set_actor_transform, ue_set_actor_property, ue_get_actor, ue_batch_edit

Assets

ue_search_assets, ue_asset_info, ue_import_asset, ue_create_folder, ue_duplicate_asset, ue_delete_asset, ue_save_all

Asset libraries

ue_asset_providers, ue_search_sketchfab, ue_import_sketchfab

AI generation

ue_generate_model, ue_generation_status, ue_import_generated

Materials

ue_create_material, ue_create_material_instance, ue_assign_material

Blueprints

ue_create_blueprint, ue_add_component, ue_set_blueprint_default

Levels

ue_open_level, ue_new_level

Viewport

ue_set_camera, ue_get_camera, ue_focus_actor, ue_screenshot

Play

ue_play, ue_stop_play

Render

ue_render_sequence

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

UEMCP_PROJECT

(first found)

Prefer a specific project when several editors are open

UEMCP_MULTICAST_GROUP

239.0.0.1

Discovery multicast group

UEMCP_MULTICAST_PORT

6766

Discovery port

UEMCP_COMMAND_HOST

127.0.0.1

Host the editor connects back to

UEMCP_COMMAND_TIMEOUT

120

Per-command timeout in seconds

UEMCP_DISCOVERY_TIMEOUT

2

Discovery wait in seconds

UEMCP_DISCOVERY_ATTEMPTS

3

Discovery retries before giving up

UEMCP_EDITOR_CMD

(derived)

Path to UnrealEditor-Cmd for headless renders; defaults to the running editor's executable

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_all withheld if you want a manual checkpoint before anything hits disk.

Documentation

Doc

What it covers

docs/getting-started.md

Friendly end-to-end walkthrough from zero to your first spawned actor

docs/setup.md

Detailed Unreal and client setup, multiple editors, remote machines

docs/tools.md

Full reference for all 40 tools: parameters, returns, examples

docs/architecture.md

The wire protocol, the snippet harness, and how to add a tool

docs/troubleshooting.md

Connection problems, firewalls, common tool errors

docs/cookbook.md

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_python snippet, 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 tools
ue_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

    B3.4/5.0

    Scored across 31 tools

    Disambiguation5/5

    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.

    Naming Consistency5/5

    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.

    Tool Count4/5

    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.

    Completeness4/5

    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.

    Maintenance

    ActivityInactive
    ResponsivenessLimited data

    Related MCP Connectors

    Related MCP Servers

    • A
      license
      B
      quality
      C
      maintenance
      Controls Unreal Engine 5 editor from AI coding assistants, enabling 280 commands across 13 categories for materials, blueprints, Niagara VFX, and more.
      100
      65 PyPI
      40
      Mozilla Public 2.0
    • F
      license
      A
      quality
      D
      maintenance
      Bridges Claude AI to a live Unreal Engine 5 editor session, enabling natural language control of scene inspection, modification, logging, source search, console commands, and C++ class scaffolding.
      10
      -
    • A
      license
      A
      quality
      D
      maintenance
      Enables Claude to control a running Unreal Engine editor via Epic's Python Remote Execution protocol, supporting asset import, actor manipulation, viewport screenshots, and arbitrary Python execution.
      11
      MIT