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erhansiraci

Unreal Engine MCP Server

by erhansiraci

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
UE_HOSTNoUnreal Engine host address127.0.0.1
UE_TIMEOUTNoRequest timeout (ms)5000
UE_VERBOSENoEnable verbose loggingfalse
UE_WS_PORTNoRemote Control WebSocket port30020
UE_HTTP_PORTNoRemote Control HTTP port30010
UE_MOCK_MODENoEnable mock modefalse

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}
prompts
{
  "listChanged": true
}
resources
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
ue_pingA

Test connectivity to Unreal Engine. Returns success if the Remote Control API is reachable.

ue_get_api_infoA

Get information about all available Remote Control API routes. Useful for understanding what endpoints are available.

ue_call_functionA

Call a Blueprint-callable function on a UObject. This can invoke any function exposed to Blueprints, including actor methods, engine utilities, and custom Blueprint functions. Use ue_describe_object first to see available functions on an object.

ue_get_propertyA

Read a property value from a UObject. Can read any public property that doesn't have a BlueprintGetter defined. For properties with getters, use ue_call_function instead. Use ue_describe_object to see available properties on an object.

ue_set_propertyA

Write a property value on a UObject. Can write any public property that isn't read-only and doesn't have a BlueprintSetter. For properties with setters, use ue_call_function with the setter function instead. Use ue_describe_object to see available properties and their types.

ue_describe_objectA

Get detailed metadata about a UObject, including all accessible properties and Blueprint-callable functions. Use this to discover what operations are available on an object before calling ue_call_function, ue_get_property, or ue_set_property.

ue_get_all_actorsA

Get a list of all actors in the current level. Optionally filter by class name to get only specific actor types. Returns actor paths that can be used with other tools like ue_get_property or ue_call_function.

ue_get_selected_actorsA

Get the list of currently selected actors in the Unreal Editor. Useful for performing operations on user-selected objects. Returns actor paths that can be used with other tools.

ue_spawn_actorA

Spawn a new actor in the current level at the specified location. Supports any actor class including built-in types (StaticMeshActor, PointLight, etc.) and custom Blueprint actors. Returns the path to the newly created actor.

ue_destroy_actorA

Destroy (delete) an actor from the current level. This action is irreversible (unless you undo in the editor). Use ue_get_all_actors to find actor paths.

ue_transform_actorA

Set the transform (location, rotation, and/or scale) of an actor. You can provide any combination of location, rotation, and scale - only the provided components will be changed.

ue_select_actorsA

Select actors in the Unreal Editor. By default, replaces the current selection. Set addToSelection=true to add to the existing selection instead.

ue_batch_executeA

Execute multiple operations in a single batch request. More efficient than calling individual tools when you need to perform many operations. Supports function calls, property reads, and property writes. Maximum 100 operations per batch.

ue_search_assetsA

Search the project's asset registry for assets by name, path, or class. Returns asset paths that can be used with other tools. Useful for finding meshes, materials, blueprints, textures, etc.

ue_get_asset_dataA

Get detailed metadata about an asset including its class, size, and references. Use ue_search_assets to find asset paths first.

ue_get_current_levelA

Get information about the currently open level in the editor, including its name, path, and world settings.

ue_open_levelA

Open a level in the Unreal Editor. This will close the current level. Use ue_search_assets with classFilter='World' to find available levels.

ue_save_levelA

Save the current level. This saves all changes made to the level.

ue_save_allA

Save all modified assets and levels. Equivalent to Ctrl+Shift+S in the editor.

ue_play_in_editorA

Control Play In Editor (PIE) mode. Start, stop, pause, or resume game preview. Useful for testing gameplay changes.

ue_execute_console_commandA

Execute a console command in Unreal Engine. Supports any command available in the editor console (~). Common commands: 'stat fps', 'stat unit', 'show collision', 'viewmode wireframe'

ue_focus_viewportA

Move the editor viewport to focus on a specific actor or location. Useful for navigating to objects in large levels.

Prompts

Interactive templates invoked by user choice

NameDescription
spawn-actors-gridCreate a grid of actors at specified positions
batch-property-editEdit a property on multiple actors at once
debug-actorGet comprehensive debug information about an actor
setup-levelSet up a new level with common elements
explore-blueprintExplore a Blueprint's properties and functions
use-presetWork with a Remote Control Preset

Resources

Contextual data attached and managed by the client

NameDescription
unreal://api/schema
unreal://level/actors
unreal://editor/state
unreal://presets

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