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UE-MCP

Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 23 category tools covering 678+ actions, plus a YAML flow engine for multi-step workflows.

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, GAS, networking, sequencer, build pipeline — all programmable through natural language.

Quick Start

npx ue-mcp init

The interactive setup will:

  1. Find your .uproject (auto-detects in current directory)

  2. Let you choose which tool categories to enable

  3. Deploy the C++ bridge plugin to your project

  4. Enable required UE plugins (Niagara, PCG, GAS, etc.)

  5. 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 ask your AI:

project(action="get_status")        — verify connection
level(action="get_outliner")        — see what's in the level
asset(action="list")                — browse project assets

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

Documentation

https://ue-mcp.com/docs

What Can It Do?

Category

Examples

Levels

Place/move/delete actors, spawn lights and volumes, manage splines, actor bounds

Blueprints

Read/write graphs, add nodes, connect pins, compile, CDO property access

Materials

Create materials and instances, author expression graphs

Assets

CRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav

Animation

Anim blueprints, montages, blendspaces, skeletons

VFX

Niagara systems, emitters, parameters

Landscape

Sculpt terrain, paint layers, import heightmaps

PCG

Author and execute Procedural Content Generation graphs

Gameplay

Physics, collision, navigation, navmesh inspection, behavior trees, EQS, perception, PIE damage

GAS

Gameplay Ability System — attributes, abilities, effects, cues

Networking

Replication, dormancy, relevancy, net priority

UI

UMG widgets, editor utility widgets and blueprints, runtime delegate inspection

Editor

Console, Python, PIE, viewport, sequencer, build pipeline, logs

Reflection

Class/struct/enum introspection, gameplay tags

Supported Platforms

  • Windows — UE 5.4–5.8

  • Linux — UE 5.6+ (contributed by @robinduckett)

Requires PythonScriptPlugin (ships with UE 4.26+).

If you clone this repo to contribute, install git-lfs first - the bundled test project stores .uasset / .umap via LFS and plain git clone will leave them as pointer files.

Contributing

Issues and pull requests welcome. If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically — this helps us 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).

A
license - permissive license
-
quality - not tested
A
maintenance

Maintenance

Maintainers
5dResponse time
0dRelease cycle
180Releases (12mo)
Commit activity
Issues opened vs closed

Resources

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