Unreal Engine MCP Server
Provides tools for controlling Unreal Engine, including asset management, actor control, editor automation, level management, animation, visual effects, sequencer, blueprint editing, audio, and system commands.
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., "@Unreal Engine MCP Server spawn a cube at the origin"
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.
Unreal Engine MCP Server
A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.
Table of Contents
Related MCP server: Unreal Engine MCP Server
Features
Category | Capabilities |
Asset Management | Browse, import, duplicate, rename, delete assets; create materials |
Actor Control | Spawn, delete, transform, physics, tags, components |
Editor Control | PIE sessions, camera, viewport, screenshots, bookmarks |
Level Management | Load/save levels, streaming, World Partition, data layers |
Animation & Physics | Animation BPs, state machines, ragdolls, vehicles, constraints |
Visual Effects | Niagara particles, GPU simulations, procedural effects, debug shapes |
Sequencer | Cinematics, timeline control, camera animations, keyframes |
Graph Editing | Blueprint, Niagara, Material, and Behavior Tree graph manipulation |
Audio | Sound cues, audio components, sound mixes, ambient sounds |
System | Console commands, UBT, tests, logs, project settings, CVars |
Architecture
Native C++ Automation — All operations route through the MCP Automation Bridge plugin
Dynamic Type Discovery — Runtime introspection for lights, debug shapes, and sequencer tracks
Graceful Degradation — Server starts even without an active Unreal connection
On-Demand Connection — Retries automation handshakes with exponential backoff
Command Safety — Blocks dangerous console commands with pattern-based validation
Asset Caching — 10-second TTL for improved performance
Metrics Rate Limiting — Per-IP rate limiting (60 req/min) on Prometheus endpoint
Centralized Configuration — Unified class aliases and type definitions
Getting Started
Prerequisites
Node.js 18+
Unreal Engine 5.0–5.7
Step 1: Install MCP Server
Option A: NPX (Recommended)
npx unreal-engine-mcp-serverOption B: Clone & Build
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.jsStep 2: Install Unreal Plugin
The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.
Method 1: Copy Folder
Copy: Unreal_mcp/plugins/McpAutomationBridge/
To: YourUnrealProject/Plugins/McpAutomationBridge/Regenerate project files after copying.
Method 2: Add in Editor
Open Unreal Editor → Edit → Plugins
Click "Add" → Browse to
Unreal_mcp/plugins/Select the
McpAutomationBridgefolder
Video Guide:
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
⚠️ First-Time Project Open: When opening the project directly (double-click
.uproject) for the first time, UE will prompt "Would you like to rebuild them now?" for missing modules. Click Yes to rebuild. After the rebuild completes, you may still see: "Plugin 'McpAutomationBridge' failed to load because module could not be loaded." This is expected — UE rebuilds successfully but doesn't reload the plugin in the same session. Simply close and reopen the project and the plugin will load correctly. Alternatively, build via Visual Studio first to avoid this.
Step 3: Enable Required Plugins
Enable via Edit → Plugins, then restart the editor.
Plugin | Required For |
MCP Automation Bridge | All automation operations |
Editor Scripting Utilities | Asset/Actor subsystem operations |
Niagara | Visual effects and particle systems |
Plugin | Required For |
Level Sequence Editor |
|
Control Rig |
|
GeometryScripting |
|
Behavior Tree Editor |
|
Niagara Editor | Niagara authoring |
Environment Query Editor | AI/EQS operations |
Gameplay Abilities |
|
MetaSound |
|
StateTree |
|
Smart Objects | AI smart object operations |
Enhanced Input |
|
Chaos Cloth | Cloth simulation |
Interchange | Asset import/export |
Data Validation | Data validation |
Procedural Mesh Component | Procedural geometry |
OnlineSubsystem | Session/networking operations |
OnlineSubsystemUtils | Session/networking operations |
💡 Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed.
Step 4: Configure MCP Client
Add to your Claude Desktop / Cursor config file:
Using Clone/Build:
{
"mcpServers": {
"unreal-engine": {
"command": "node",
"args": ["path/to/Unreal_mcp/dist/cli.js"],
"env": {
"UE_PROJECT_PATH": "C:/Path/To/YourProject",
"MCP_AUTOMATION_PORT": "8091"
}
}
}
}Using NPX:
{
"mcpServers": {
"unreal-engine": {
"command": "npx",
"args": ["unreal-engine-mcp-server"],
"env": {
"UE_PROJECT_PATH": "C:/Path/To/YourProject"
}
}
}
}Configuration
Environment Variables
# Required
UE_PROJECT_PATH="C:/Path/To/YourProject"
# Automation Bridge
MCP_AUTOMATION_HOST=127.0.0.1
MCP_AUTOMATION_PORT=8091
# LAN Access (optional)
# SECURITY: Set to true to allow binding to non-loopback addresses (e.g., 0.0.0.0)
# Only enable if you understand the security implications.
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=false
# Logging
LOG_LEVEL=info # debug | info | warn | error
# Optional
MCP_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000LAN Access Configuration
By default, the automation bridge only binds to loopback addresses (127.0.0.1) for security. To enable access from other machines on your network:
TypeScript (MCP Server):
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true
MCP_AUTOMATION_HOST=0.0.0.0Unreal Engine Plugin:
Go to Edit → Project Settings → Plugins → MCP Automation Bridge
Under Security, enable "Allow Non Loopback"
Under Connection, set "Listen Host" to
0.0.0.0Restart the editor
⚠️ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules.
Available Tools
36 MCP tools with action-based dispatch for comprehensive Unreal Engine automation.
Tool | Description |
| Assets, Materials, Render Targets, Behavior Trees |
| Spawn, delete, transform, physics, tags |
| PIE, Camera, viewport, screenshots |
| Load/Save, World Partition, streaming |
| UBT, Tests, Logs, Project Settings, CVars |
| Object Introspection |
| Build automation, UBT compilation, status checks |
| Dynamic tool management (enable/disable at runtime) |
Tool | Description |
| Spawn lights, GI, shadows, build lighting, list_light_types |
| Level creation, sublevels, World Partition, data layers, HLOD |
| Trigger volumes, blocking, physics, audio, navigation volumes |
| NavMesh settings, nav modifiers, nav links, smart links, pathfinding |
| Landscape, Foliage, Procedural |
| Spline creation, spline mesh deformation |
Tool | Description |
| Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces |
| Skeleton, sockets, physics assets, cloth binding |
| Procedural mesh creation (Geometry Script) |
Tool | Description |
| Niagara, Particles, Debug Shapes, GPU simulations |
| Material creation, expressions, landscape layers |
| Texture creation, modification, compression settings |
| Create, SCS, Graph Editing, Node manipulation |
| Sequencer / Cinematics, list_track_types |
| Profiling, optimization, scalability |
Tool | Description |
| Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
| Enhanced Input Actions & Contexts |
Tool | Description |
| Behavior Tree Graph Editing |
| AI controllers, EQS, perception, State Trees, Smart Objects |
| Gameplay Ability System: abilities, effects, attributes |
| Character creation, movement, advanced locomotion |
| Weapons, projectiles, damage, melee combat |
| Items, equipment, loot tables, crafting |
| Interactables, destructibles, triggers |
| UMG widget creation, layout, styling, animations |
Tool | Description |
| Replication, RPCs, network prediction |
| Game modes, game states, player controllers, match flow |
| Sessions, split-screen, LAN, voice chat |
Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees
Optional GraphQL endpoint for complex queries. Disabled by default.
GRAPHQL_ENABLED=true
GRAPHQL_PORT=4000See GraphQL API Documentation.
Docker
docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcpDocumentation
Document | Description |
TypeScript to C++ routing | |
Query and mutation reference | |
C++ plugin architecture | |
How to run and write tests | |
Development phases |
Development
npm run build # Build TypeScript
npm run lint # Run ESLint
npm run test:unit # Run unit tests
npm run test:all # Run all testsCommunity
Resource | Description |
Track development progress across 47 phases | |
Ask questions, share ideas, get help | |
Report bugs and request features |
Contributing
Contributions welcome! Please:
Include reproduction steps for bugs
Keep PRs focused and small
Follow existing code style
License
MIT — See LICENSE
Available Tools
43 toolsanimation_physicsC
Create animation blueprints, blend spaces, montages, state machines, Control Rig, IK rigs, ragdolls, and vehicle physics.
Inputs: action (required), max, min, mass, +56 more.
asset_pipelineA
External AI asset generation pipeline. Generate 3D models and textures using AI services (Meshy, Tripo) and import them directly into UE. Requires API keys set via environment variables (MESHY_API_KEY, TRIPO_API_KEY). Actions: list_providers (show configured services), generate_3d_model (text-to-3D), generate_texture (text-to-texture), check_generation_status (poll task progress), download_and_import (fetch generated asset and import into UE).
Inputs: action (required), style, prompt, task_id, +5 more.
build_environmentCDestructive
Create/sculpt landscapes, paint foliage, and generate procedural terrain/biomes.
Inputs: action (required), hour, maxX, maxY, +62 more.
checkpointB
Checkpoint and transaction system. Create semantic snapshots of level state, diff between checkpoints, and rollback changes. Actions: create_checkpoint, list_checkpoints, diff_checkpoint, restore_checkpoint, delete_checkpoint, begin_transaction, commit_transaction, rollback_transaction.
Inputs: action (required), label, metadata, checkpointId, +1 more.
control_actorCDestructive
Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors.
Inputs: action (required), tag, force, scale, +15 more.
control_editorC
Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input.
Inputs: action (required), fov, key, axis, +28 more.
inspectCRead-onlyIdempotent
Inspect any UObject: read/write properties, list components, export snapshots, and query class info.
Inputs: action (required), tag, name, value, +12 more.
manage_aiB
Create AI Controllers, configure Behavior Trees, Blackboards, EQS queries, and perception systems.
Inputs: action (required), name, path, nodeId, +51 more.
manage_assetBDestructive
Create, import, duplicate, rename, delete assets. Edit Material graphs and instances. Analyze dependencies.
Inputs: action (required), x, y, tag, +77 more.
manage_audioC
Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds.
Inputs: action (required), x, y, name, +56 more.
manage_behavior_treeBDestructive
Create Behavior Trees, add task/decorator/service nodes, and configure node properties.
Inputs: action (required), x, y, name, +8 more.
manage_blueprintCDestructive
Create Blueprints, add SCS components (mesh, collision, camera), and manipulate graph nodes.
Inputs: action (required), x, y, name, +64 more.
manage_characterC
Create Character Blueprints with movement, locomotion, and animation state machines.
Inputs: action (required), name, path, save, +70 more.
manage_combatC
Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block).
Inputs: action (required), name, path, range, +82 more.
manage_effectCDestructive
Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects.
Inputs: action (required), mesh, name, node, +89 more.
manage_game_frameworkC
Create GameMode, GameState, PlayerController, PlayerState Blueprints. Configure match flow, teams, scoring, and spawning.
Inputs: action (required), name, path, save, +37 more.
manage_gasC
Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems.
Inputs: action (required), name, path, save, +64 more.
manage_geometryC
Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation.
Inputs: action (required), axis, save, angle, +61 more.
manage_inputC
Create Input Actions and Mapping Contexts. Add key/gamepad bindings with modifiers and triggers.
Inputs: action (required), key, name, path, +6 more.
manage_interactionC
Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes.
Inputs: action (required), name, size, folder, +69 more.
manage_inventoryC
Create item data assets, inventory components, world pickups, loot tables, and crafting recipes.
Inputs: action (required), icon, mesh, name, +71 more.
manage_levelCDestructive
Load/save levels, configure streaming, manage World Partition cells, and build lighting.
Inputs: action (required), max, min, path, +33 more.
manage_level_structureCDestructive
Create levels and sublevels. Configure World Partition, streaming, data layers, HLOD, and level instances.
Inputs: action (required), save, cellSize, nodeName, +48 more.
manage_lightingB
Spawn lights (point, spot, rect, sky), configure GI, shadows, volumetric fog, and build lighting.
Inputs: action (required), name, size, color, +38 more.
manage_material_authoringC
Create materials with expressions, parameters, functions, instances, and landscape blend layers.
Inputs: action (required), x, y, code, +39 more.
manage_networkingB
Configure multiplayer: property replication, RPCs (Server/Client/Multicast), authority, relevancy, and network prediction.
Inputs: action (required), role, rpcType, dataType, +49 more.
manage_performanceC
Run profiling/benchmarks, configure scalability, LOD, Nanite, and optimization settings.
Inputs: action (required), hzb, type, level, +26 more.
manage_sequenceCDestructive
Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera.
Inputs: action (required), end, name, path, +28 more.
manage_sessionsA
Configure local multiplayer: split-screen layouts, LAN hosting/joining, voice chat channels, and push-to-talk.
Inputs: action (required), muted, enabled, mapName, +28 more.
manage_skeletonBDestructive
Edit skeletal meshes: add sockets, configure physics assets, set skin weights, and create morph targets.
Inputs: action (required), mass, save, bodyA, +39 more.
manage_splinesCDestructive
Create spline actors, add/modify points, attach meshes along splines, and query spline data.
Inputs: action (required), save, scale, width, +48 more.
manage_tasksA
Async task queue for long-running operations. Submit tool calls for background execution, poll status, retrieve results. Use for operations that may take 30+ seconds (landscape sculpting, asset imports, blueprint compilation). Actions: submit (queue a tool call), status (check progress), result (get output), list (show all tasks), cancel (abort task), cleanup (remove old tasks).
Inputs: action (required), args, task_id, tool_name, +3 more.
manage_testsAIdempotent
Run and manage UE Automation Tests. Actions: list_tests (discover available tests), run_test (execute a specific test by name), run_all_tests (execute all automation tests), run_tests_by_filter (run tests matching a filter pattern), get_test_results (get the latest test report).
Inputs: action (required), filter, test_name.
manage_textureC
Create procedural textures, process images, bake normal/AO maps, and set compression settings.
Inputs: action (required), hdr, bias, name, +75 more.
manage_toolsAIdempotent
Dynamic MCP tool management. Enable/disable tools and categories at runtime. Actions: list_tools, list_categories, enable_tools, disable_tools, enable_category, disable_category, get_status, reset.
Inputs: action (required), tools, category.
manage_volumesCDestructive
Create trigger volumes, blocking volumes, physics volumes, audio volumes, and navigation bounds.
Inputs: action (required), save, extent, filter, +28 more.
manage_widget_authoringB
Create UMG widgets: buttons, text, images, sliders. Configure layouts, bindings, animations. Build HUDs and menus.
Inputs: action (required), top, font, left, +143 more.
observeB
Runtime observability and playtest feedback. Start PIE playtests, capture snapshots at intervals, query logs, correlate events, and generate structured reports. Actions: query_logs, get_log_summary, start_playtest, capture_snapshot, stop_playtest, get_playtest_report, run_scenario, get_runtime_state.
Inputs: action (required), count, label, since, +5 more.
source_controlA
Source control integration. Git-backed by default, with a provider-agnostic interface for future Perforce support. Actions: status, checkpoint (commit), revert, changed_since, lock, unlock, change_summary.
Inputs: action (required), to, ref, from, +3 more.
system_controlCDestructive
Run profiling, set quality/CVars, execute console commands, run UBT, manage widgets, and execute scripts (Python, console batch, editor utility).
Inputs: action (required), key, level, value, +21 more.
validateBRead-onlyIdempotent
Assertion and validation tools. Run structured checks that return pass/fail with diagnostics, affected assets, and suggested next actions. Actions: assert_blueprint_compiles, assert_map_clean, assert_no_missing_references, assert_naming_conventions, assert_performance_budget, run_validation_suite, get_validation_report, set_acceptance_criteria, get_acceptance_criteria.
Inputs: action (required), path, genre, camera, +8 more.
workflowB
Composite workflow tool that chains multiple operations into high-level workflows. Actions: level_performance_audit (comprehensive level analysis with scene stats, actor summary, perf capture, lighting status, and recommendations), blueprint_health_check (analyze a blueprint for compilation issues, graph complexity, and general health), scene_populate (fill a bounding box with randomized static mesh actors), quick_test (smoke test the current level: info, actors, PIE, viewport capture).
Inputs: action (required), count, extent, origin, +4 more.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 43 tools
Multiple tools have overlapping purposes, such as manage_level and manage_level_structure both handling streaming and World Partition, manage_asset editing materials alongside manage_material_authoring, and manage_ai including behavior trees that duplicate manage_behavior_tree. These overlaps create ambiguity and risk misselection.
The majority of tools follow a 'manage_X' pattern, but there are several outliers like 'inspect', 'validate', 'observe', 'workflow', 'checkpoint', and 'source_control' that break the convention. While still readable, the mix of verb_noun and noun-only names is inconsistent.
With 43 tools, the server is well beyond the 25+ threshold that feels heavy. While the broad scope of Unreal Engine justifies many tools, this count is likely to overwhelm agents and suggests the tool surface could be consolidated.
The tool set offers comprehensive coverage of Unreal Engine development, including assets, blueprints, gameplay, AI, animation, audio, UI, networking, testing, validation, and source control. There are minor gaps such as no dedicated tool for physics simulation or save game systems, but overall it is remarkably complete.
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