UE5-MCP-Server
Provides tools for interacting with Unreal Engine 5 via its Web Remote Control interface, enabling real-time bidirectional control, scene and asset manipulation, C++ code injection and compilation, automated lighting builds, and advanced viewport management.
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., "@UE5-MCP-Server spawn a circle of 10 cubes 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 5 MCP Bridge
๐ Project Overview
This project is a lightweight, high-performance server application based on the Model Context Protocol (MCP). It serves as an ultimate bridge between Large Language Models (like Claude) and Unreal Engine 5 (UE5).
By integrating directly with UE5's native Web Remote Control interface, this project empowers AI to interact directly with the underlying Unreal Engine. AI can not only query and modify assets within the engine but also dynamically inject C++ code, compile core modules, and manipulate all elements within the scene with high-level privileges.
Related MCP server: Unreal Engine MCP Server
โจ Core Features
๐ Real-time Bidirectional Remote Control: Deep integration with UE5 Web Remote Control via HTTP/JSON protocols, enabling zero-latency instruction execution.
๐งฑ C++ Blueprint Code Injection & Compilation: Supports AI in writing native C++ Actors and Blueprint Function Libraries in the background, and triggering cross-process Live Coding compilation with a single command.
๐ฎ Automated Scene & Viewport Management: Includes a suite of advanced tools, such as:
ue5_spawn_actors_batch: High-performance batch generation and alignment of objects (e.g., spawning circles or array matrices).ue5_pilot_actor: Takes over the editor camera, enabling AI-level automated cinematic movements and scene touring.ue5_build_lighting: Automated scene lighting builds.
๐จ Automated Asset Assembly: Supports dynamic retrieval of materials and automatic assignment to scene meshes, enabling one-click material swapping and beautiful level generation.
๐ Quick Start
Ensure the
Web Remote Controlplugin is enabled in Unreal Engine, and start the server (default port: 30010).Run
npm installin the root directory of this project to install dependencies.Run
npm run buildto build the project.Connect to UE5 by mounting this project in your MCP client configuration.
๐ Tech Stack
Node.js / TypeScript: MCP Server Core Logic
Model Context Protocol SDK: Official Communication Standard
Unreal Engine 5 Web Remote Control: Unreal Engine Native Open API
Generated with AI assistance. Bridging the gap between Language Models and Game Engines.
Available Tools
20 toolsue5_build_lightingA
Builds light maps and reflection captures for the level. NOTE: This may take a long time and block the editor.
Inputs: no named parameters.
ue5_call_functionB
Calls a UFUNCTION on a UObject via the Web Remote Control API. IMPORTANT: Some functions on component sub-objects (e.g., LightComponent, RootComponent) are marked 'unavailable remotely'. Use actor-level functions like SetActorScale3D, SetActorTransform instead.
Inputs: objectPath (required), functionName (required), parameters, generateTransaction.
ue5_delete_assetC
Deletes an asset from the Content Browser.
Inputs: assetPath (required).
ue5_destroy_actorB
Removes an actor from the current level by its object path.
Inputs: actorPath (required).
ue5_duplicate_assetC
Duplicates an asset in the Content Browser.
Inputs: sourceAssetPath (required), destinationAssetPath (required).
ue5_eject_pilotA
Ejects the currently piloted actor in the editor viewport.
Inputs: no named parameters.
ue5_execute_console_commandA
Executes an Unreal Engine console command in the editor. NOTE: UE5 does not return success/failure for console commands โ the response will be empty even if the command is invalid.
Inputs: command (required).
ue5_get_all_level_actorsA
Gets all actors currently in the active editor level. Returns an array of actor object paths.
Inputs: no named parameters.
ue5_get_propertyA
Gets the value of a UPROPERTY on a UObject. NOTE: Component properties (e.g., RootComponent, LightComponent) are often unavailable remotely. Use ue5_call_function with getter functions instead.
Inputs: objectPath (required), propertyName (required).
ue5_list_assetsA
Lists assets in a Content Browser directory. Use '/Game' for project assets, '/Engine' for engine assets.
Inputs: directoryPath (required), recursive.
ue5_new_levelB
Creates and opens a new empty level at the given asset path.
Inputs: assetPath (required).
ue5_pilot_actorA
Pilots an actor in the active editor viewport. Useful for seeing through a CameraActor.
Inputs: actorPath (required).
ue5_pingA
Checks whether the UE5 editor is reachable via the Web Remote Control API. Call this first to verify the connection before attempting other operations.
Inputs: no named parameters.
ue5_rename_assetC
Renames an asset in the Content Browser.
Inputs: sourceAssetPath (required), destinationAssetPath (required).
ue5_save_assetC
Saves a specific asset.
Inputs: assetPath (required).
ue5_save_levelB
Saves the currently open level.
Inputs: no named parameters.
ue5_set_materialA
Applies a material to a StaticMeshComponent on an actor. The component is accessed as '.StaticMeshComponent0'.
Inputs: actorPath (required), materialPath (required), elementIndex.
ue5_set_propertyA
Sets the value of a UPROPERTY on a UObject. Supports undo (Ctrl+Z). NOTE: Component properties (e.g., RootComponent, LightComponent) are often unavailable remotely. Use ue5_call_function with setter functions like SetActorScale3D instead.
Inputs: objectPath (required), propertyName (required), value (required).
ue5_spawn_actorA
Spawns an actor in the level from a static mesh asset or an actor class. Use objectPath for static meshes (e.g., '/Engine/BasicShapes/Cube.Cube') or actorClass for native classes (e.g., '/Script/Engine.DirectionalLight').
Inputs: objectPath, actorClass, location, rotation.
ue5_spawn_actors_batchB
Spawns multiple actors in sequence. Useful for generating forests or large scenes quickly.
Inputs: transforms (required), objectPath, actorClass.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelogโฆ
TDQS
Scored across 20 tools
Most tools have clearly distinct purposes. There is slight overlap between get_property/set_property and call_function for property access, but descriptions clarify when to use each.
All tools use a consistent 'ue5_' prefix and mostly follow verb_noun snake_case. Minor deviations include 'new_level' (adjective+noun) and 'ping' (verb only).
With 20 tools, the scope is well-calibrated for Unreal Engine editor automation, covering asset management, level operations, actor manipulation, and debugging without being excessive.
The tool set covers core CRUD operations for assets and actors, level management, and property access. Minor gaps exist, such as limited support for component properties and no explicit undo tool, but these are workable.
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