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Unreal Engine MCP Server

Unreal Engine MCP Server

Unreal Engine MCP Server

License: MIT NPM Package MCP SDK Unreal Engine MCP Registry Project Board Discussions

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-server

Option B: Clone & Build

git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js

Step 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

  1. Open Unreal Editor → Edit → Plugins

  2. Click "Add" → Browse to Unreal_mcp/plugins/

  3. Select the McpAutomationBridge folder

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

manage_sequence operations

Control Rig

animation_physics operations

GeometryScripting

manage_geometry operations

Behavior Tree Editor

manage_behavior_tree operations

Niagara Editor

Niagara authoring

Environment Query Editor

AI/EQS operations

Gameplay Abilities

manage_gas operations

MetaSound

manage_audio MetaSound authoring

StateTree

manage_ai State Tree operations

Smart Objects

AI smart object operations

Enhanced Input

manage_input operations

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=10000

LAN 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=0.0.0.0

Unreal Engine Plugin:

  1. Go to Edit → Project Settings → Plugins → MCP Automation Bridge

  2. Under Security, enable "Allow Non Loopback"

  3. Under Connection, set "Listen Host" to 0.0.0.0

  4. Restart 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

manage_asset

Assets, Materials, Render Targets, Behavior Trees

control_actor

Spawn, delete, transform, physics, tags

control_editor

PIE, Camera, viewport, screenshots

manage_level

Load/Save, World Partition, streaming

system_control

UBT, Tests, Logs, Project Settings, CVars

inspect

Object Introspection

manage_pipeline

Build automation, UBT compilation, status checks

manage_tools

Dynamic tool management (enable/disable at runtime)

Tool

Description

manage_lighting

Spawn lights, GI, shadows, build lighting, list_light_types

manage_level_structure

Level creation, sublevels, World Partition, data layers, HLOD

manage_volumes

Trigger volumes, blocking, physics, audio, navigation volumes

manage_navigation

NavMesh settings, nav modifiers, nav links, smart links, pathfinding

build_environment

Landscape, Foliage, Procedural

manage_splines

Spline creation, spline mesh deformation

Tool

Description

animation_physics

Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces

manage_skeleton

Skeleton, sockets, physics assets, cloth binding

manage_geometry

Procedural mesh creation (Geometry Script)

Tool

Description

manage_effect

Niagara, Particles, Debug Shapes, GPU simulations

manage_material_authoring

Material creation, expressions, landscape layers

manage_texture

Texture creation, modification, compression settings

manage_blueprint

Create, SCS, Graph Editing, Node manipulation

manage_sequence

Sequencer / Cinematics, list_track_types

manage_performance

Profiling, optimization, scalability

Tool

Description

manage_audio

Audio Assets, Components, Sound Cues, MetaSounds, Attenuation

manage_input

Enhanced Input Actions & Contexts

Tool

Description

manage_behavior_tree

Behavior Tree Graph Editing

manage_ai

AI controllers, EQS, perception, State Trees, Smart Objects

manage_gas

Gameplay Ability System: abilities, effects, attributes

manage_character

Character creation, movement, advanced locomotion

manage_combat

Weapons, projectiles, damage, melee combat

manage_inventory

Items, equipment, loot tables, crafting

manage_interaction

Interactables, destructibles, triggers

manage_widget_authoring

UMG widget creation, layout, styling, animations

Tool

Description

manage_networking

Replication, RPCs, network prediction

manage_game_framework

Game modes, game states, player controllers, match flow

manage_sessions

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=4000

See GraphQL API Documentation.


Docker

docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp

Documentation

Document

Description

Handler Mappings

TypeScript to C++ routing

GraphQL API

Query and mutation reference

Plugin Extension

C++ plugin architecture

Testing Guide

How to run and write tests

Roadmap

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 tests

Community

Resource

Description

Project Roadmap

Track development progress across 47 phases

Discussions

Ask questions, share ideas, get help

Issues

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 tools
animation_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_environmentC
Destructive

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_actorC
Destructive

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.

inspectC
Read-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_assetB
Destructive

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_treeB
Destructive

Create Behavior Trees, add task/decorator/service nodes, and configure node properties.

Inputs: action (required), x, y, name, +8 more.

manage_blueprintC
Destructive

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_effectC
Destructive

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_levelC
Destructive

Load/save levels, configure streaming, manage World Partition cells, and build lighting.

Inputs: action (required), max, min, path, +33 more.

manage_level_structureC
Destructive

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_navigationC

Configure NavMesh settings, add nav modifiers, create nav links and smart links for pathfinding.

Inputs: action (required), save, filter, areaCost, +38 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_sequenceC
Destructive

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_skeletonB
Destructive

Edit skeletal meshes: add sockets, configure physics assets, set skin weights, and create morph targets.

Inputs: action (required), mass, save, bodyA, +39 more.

manage_splinesC
Destructive

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_testsA
Idempotent

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_toolsA
Idempotent

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_volumesC
Destructive

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_controlC
Destructive

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.

validateB
Read-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

    C2.7/5.0

    Scored across 43 tools

    Disambiguation2/5

    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.

    Naming Consistency3/5

    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.

    Tool Count2/5

    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.

    Completeness4/5

    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.

    Maintenance

    ActivityInactive
    ResponsivenessNo recent community issues

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