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 "Install 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 21 category tools covering 525+ 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 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)
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 assetsManual 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"]
}
}
}Documentation
Getting Started — Installation, configuration, first run
Architecture — How the pieces fit together
Tool Reference - All 21 tools with 525+ actions
Flows - YAML flow engine, custom tasks, rollback, hooks
Configuration —
.ue-mcp.jsonand MCP client configNeon Shrine Demo — Interactive guided demo
Feedback — Agent feedback system
Troubleshooting — Common issues and fixes
Development — Building, testing, contributing
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 5.4–5.7
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 Business Source License 1.1 with a commercial license available for production use outside the Additional Use Grant.
Individuals, students, and educational institutions use UE-MCP free under BUSL-1.1's Additional Use Grant. Each release converts to Apache 2.0 after four years. See LICENSE.
Game studios, publishers, contract developers, and commercial entities using UE-MCP in proprietary products, internal pipelines, or paid services require a commercial license. See COMMERCIAL-LICENSE.md and ue-mcp.com/pricing.
Contributions are accepted under the terms of the Contributor License Agreement. See CLA.md.
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