UE-MCP
Provides deep read/write access to the Unreal Editor, enabling AI agents to control levels, blueprints, materials, assets, animation, VFX, landscape, PCG, gameplay systems, UI, and more through natural language.
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., "@UE-MCPshow me the actors in the current level"
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.
UE-MCP
Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 26 category tools covering 1931+ actions, plus a YAML flow engine for multi-step workflows and an npm plugin system for extending the surface.
That total is 1101+ actions of ue-mcp's own plus Epic's entire native AI Toolset Registry: on UE 5.8+ its 830 official Unreal tools are called in-process and surfaced as epic_* actions in the matching category, Sequencer in animation, PCG in pcg, static meshes in asset.
flowchart LR
AI[AI Assistant] -->|stdio| MCP[MCP Server<br/>TypeScript / Node.js]
MCP -->|WebSocket<br/>JSON-RPC| Plugin[C++ Bridge Plugin<br/>inside Unreal Editor]
Plugin -->|UE API| Editor[Editor Subsystems]
MCP -->|direct fs| FS[Config INI<br/>C++ Headers<br/>Asset Listing]Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, StateTree, GAS, networking, sequencer, build pipeline - all programmable through natural language.
Filesystem reads (INI config, C++ headers, asset listing) work with the editor closed, so an agent can explore the project before anything is running.
Quick Start
npx ue-mcp initThe interactive setup will:
Find your
.uproject(auto-detects in current directory)Let you choose which tool categories to enable
Deploy the C++ bridge plugin to your project
Enable required UE plugins (Niagara, PCG, GAS, etc.)
Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor, Codex)
Restart the editor once after setup to load the bridge plugin. To update later: npx ue-mcp update
Then talk to your AI in plain English:
"Check the UE-MCP connection and tell me what's in the current level."
"Place a point light 300 units above the player start, intensity 5000, warm white."
"Create an emissive material that pulses, and apply it to every cube in the level."
"Build the project in Development and report any compile errors."If it doesn't connect
npx ue-mcp doctorDocumentation lives at https://ue-mcp.com/docs/, one page per file in docs/, published automatically on release. Link there rather than to a file in this repository.
Most first-run failures are one of three things: the editor hasn't been restarted since init, the bridge plugin failed to compile (check the editor's Output Log for UE_MCP_Bridge), or the editor is open on a different project than the one configured. See Troubleshooting.
Manual Configuration
If you prefer to configure manually, add to your MCP client config:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}Related MCP server: Monolith
See It Work
UE-MCP ships a built-in 19-step demo that builds a complete procedural scene - landscape, PCG scatter, Niagara VFX, materials, lighting, and a playable blueprint - entirely through the bridge:
demo(action="step", stepIndex=1) ... through 19
demo(action="cleanup") restores the levelNothing is pre-authored. Every asset in the scene is created by the agent at runtime. Full walkthrough: Neon Shrine Demo.
What Can It Do?
Category | Examples |
Levels | Place/move/delete actors, spawn lights and volumes, manage splines, actor bounds, water bodies |
Blueprints | Read/write graphs, add nodes, connect pins, compile, CDO and component property access |
Materials | Create materials and instances, author expression graphs, set parameters |
Assets | CRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav |
Animation | Anim blueprints, montages, retargeting, native Control Rig editing, deterministic pose analysis |
VFX | Niagara systems, emitters, modules, renderers, parameters |
Landscape | Sculpt terrain, paint weight layers, materials, splines, proxies |
Foliage | Painting, foliage types, instance queries |
PCG | Author and execute Procedural Content Generation graphs |
Audio | SoundCues, MetaSounds, attenuation, ambient audio, submixes |
UI | UMG widgets, editor utility widgets and blueprints, runtime delegate inspection |
Gameplay | Physics, collision, navigation, navmesh inspection, behavior trees, EQS, perception, input |
StateTree | States, tasks, conditions, transitions, bindings, evaluators, parameters |
Chooser | Chooser tables, columns, rows, result assets |
GAS | Gameplay Ability System - attributes, abilities, effects, cues, actor stand-up |
Networking | Replication, dormancy, relevancy, net priority |
Editor | Console, Python, PIE, viewport, sequencer, build pipeline, logs, editor lifecycle |
Reflection | Class/struct/enum introspection, gameplay tags, SaveGame inspection |
Project | Status, INI config, C++ source/header parsing, build |
Fab | Import assets from your owned Fab library |
Plugins | Install, configure, and provision UE-MCP extension plugins |
Epic | Toolset Registry discovery, direct tool calls, agent skills (UE 5.8+) |
Dataflow | Dataflow graph nodes, pins, variables, templates (UE 5.8+) |
Conversation | Dialogue graph nodes, speakers, entry points (UE 5.8+) |
Demo | Built-in 19-step Neon Shrine procedural scene |
Feedback | Submit tool-gap reports as GitHub issues |
Full parameter-level reference: Tool Reference.
Flows
Any sequence of actions can be captured as a YAML flow in ue-mcp.yml next to your .uproject, then run as one call. Config is hot-reloaded, so you edit and re-run without restarting anything.
ue-mcp:
version: 1
flows:
build_and_check:
description: Build the project and verify the editor is connected
steps:
1:
task: project.build
options:
configuration: Development
2:
task: project.get_statusflow(action="run", flowName="build_and_check")Every one of the 1931+ actions is also a flow task. Flows support step references, retries, rollback, custom tasks in your own .js/.ts, and shell steps. See Flows.
Plugins
UE-MCP is extensible through npm. A plugin can inject new actions into existing categories, or provision an entirely new category backed by its own C++ handlers.
npm install ue-mcp-<plugin>Injected actions appear inside the pcg/landscape/etc. tools the agent is already using, so there is nothing extra for it to discover. See Plugins for the consumer view and Plugin Authoring for the contract.
Agent Skills
The package ships skills that teach agents the non-obvious parts of driving the editor, and they load automatically in clients that support them:
Skill | Covers |
| Required order of operations, editor lifecycle, project scoping |
UE 5.8 IK/retarget authoring, per-rig Control Rig solving, generic contact locks, bake and deterministic V&V | |
| Graph authoring, node discovery, pin wiring, compile loops |
| Emitter/module stack authoring and renderer setup |
| Writing and building native C++ against the bridge |
| When to route to the |
Safety
An agent with write access to your project is a real risk, so the bridge is built with brakes:
Write guards - configurable rules can block or require confirmation on mutating methods before they reach the editor.
Source control guard - writes to checked-in assets can be gated on source control state instead of silently overwriting.
Flow rollback - handlers report
created/existed/updatedand flows can snapshot git state before a run, so a failed multi-step flow doesn't leave debris.Idempotency by convention - re-running an action that already applied is a no-op rather than a duplicate.
Details: Guards and Handler Conventions.
Requirements
Unreal Engine | 5.4-5.8 (Windows), 5.6+ (Linux and macOS). |
Node.js | 18 or newer |
UE plugins |
|
C++ toolchain | Required - the bridge is a C++ plugin and compiles on first editor launch. On Windows that means Visual Studio with the C++ workload; on macOS, Xcode command line tools. |
Editor process control (editor(start_editor) / stop_editor / restart_editor) works on Windows, macOS and Linux. Set UE_EDITOR_PATH if the engine is installed somewhere non-standard.
Documentation
Getting Started - Zero-knowledge walkthrough, install to first actor placed
Tool Reference - Every tool, action, and parameter
Architecture - How the server, bridge, and editor fit together
Flows - Multi-step YAML workflows, custom tasks, rollback
Journal - The per-project record of what a session did, produced, and how it ended
Skill Packs - Written workflows an agent reads, and checking that the calls they teach still exist
Plugins - Extending the surface through npm
Configuration -
ue-mcp.ymland MCP client configTroubleshooting - Connection, build, and asset path issues
Development - Building from source, testing, contributing
Sponsor
Thanks for using UE-MCP. It's free and MIT licensed. If it helps your work, sponsorship is appreciated.
Contributing
Issues and pull requests welcome. Start with Development.
Install git-lfs before cloning - the bundled test project stores .uasset / .umap via LFS, and a plain git clone leaves them as pointer files.
If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically. That is how we prioritize which native handlers to add next.
License
UE-MCP is licensed under the MIT License. Use it freely in personal, educational, and commercial projects. See LICENSE.
Contributions are accepted under the same MIT License (inbound contributions are licensed under the project's outbound license).
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