ue5-automation
Automates Unreal Engine editor workflows, including blueprint creation and editing, material and UMG widget authoring, PIE runtime verification, actor/level management, log diagnostics, and whole-project audits.
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-automationCreate a pickup item blueprint with a collision sphere, then verify the pickup logic in PIE."
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.
UE5 Automation Skill — AI-driven Blueprint Automation for Unreal Engine
English | 简体中文
Let AI agents (or scripts) actually operate the Unreal Editor — read blueprints, build them from scratch, edit them incrementally, author materials and UMG widget blueprints, verify behavior in PIE at runtime, self-service logs, and audit whole projects.
Engine support: UE 5.1 – 5.8 (5.1 & 5.8 ship with prebuilt bridges — zero compilation).
🎬 Demo GIF — coming soon: a 60–120s capture of "one sentence → agent builds a blueprint → PIE runtime verification" will be embedded here.
Why this exists
Most "AI controls Unreal" attempts die at the same wall: Python cannot reach UEdGraph.
You can demo asset creation in a day, but node-level graph authoring, reliable connections,
and "the operation actually did what it claimed" are where projects stall.
This toolkit solves that with:
A C++ bridge plugin (59 editor UFUNCTIONs): node creation, pin/connection editing with GUID-based targeting, widget-tree authoring, material expression enumeration — the things Python physically cannot do in-engine.
A verification discipline: every write operation is read back and compared (fail-loud, never fake success), connections are verified against live topology, compile results are read back with a log-pattern scan.
Runtime behavior checks: start PIE, read live actor state, teleport with read-back — prove the logic runs, not just that it compiles.
A security model you can defend to a studio: localhost-only, token auth, a 72-command whitelist (no arbitrary code execution), transaction logs, rollback.
Related MCP server: Unreal-MCP-Ghost
Feature overview
Domain | What it does |
🔍 Blueprint analysis | classes / variables / CDO / node graph / connections → Markdown + Mermaid reports |
🏗️ Blueprint creation | asset + variables + components + interfaces + events + function nodes + wiring + compile (atomic, rolls back on failure) |
✏️ Incremental editing | pin default values, connect/disconnect (topology-verified), delete with reference checks, transaction rollback |
🎨 Materials | create → expressions (params, math, samplers) → connect to properties → compile → instances |
🧩 UMG widget blueprints | create → widget tree (panels/text/buttons…) → set properties → graph logic reuses blueprint commands |
▶️ PIE runtime verification | start/state/live actors/read properties/teleport with read-back/stop |
🖥️ Actors & levels | query / spawn / transform / read properties |
🩺 Log diagnostics | parse engine logs + 19-rule error pattern library + incremental log reader |
📐 Project audit | whole-project scan: counts, complexity, coupling, circular deps, hot spots |
⚡ Batch execution | multi-step operations in a single request |
Security model: localhost bind, token auth, command whitelist, read-back verification on writes, transaction logs, scoped saves only (never saves the whole project).
Requirements
Engine | Read/audit/diagnose | Node-level blueprint writes | Materials/UMG | MCP access |
5.1.x | ✅ out of the box | ✅ prebuilt DLL included | ✅ | ✅ built-in |
5.2–5.5 | ✅ | ⚠️ compile the bridge once ( | ⚠️ same | ✅ |
5.6 / 5.7 | ✅ | ❔ unverified (structurally compatible) | ❔ | ✅ |
5.8 | ✅ | ✅ prebuilt DLL included ( | ✅ | ✅ official MCP + |
Also needs: Python 3.10+ on the host, the Python Editor Script Plugin enabled in the editor, and Remote Execution turned on.
Install (3 steps)
:: 1) dependencies + attempt automatic bridge deployment
install_dependencies.bat
:: 2) manual fallback (project-level, no admin needed):
cd bridge\BlueprintPythonBridge
python deploy.py --target "C:\path\to\YourProject"
:: 3) in the editor: enable "Python Editor Script Plugin",
:: enable Remote Execution (Project Settings → Plugins → Python), restart.
:: Verify:
cd ..\..\skill\ue5-automation\scripts
python ue5_runner.py healthFull guide: README.zh-CN.md (中文) · skill/ue5-automation/DEPLOY.md.
Use it with AI (MCP)
The toolkit is an MCP server. Point any MCP client at it:
UE 5.1–5.5:
http://127.0.0.1:8889/mcp(this repo ships the endpoint; the bridge auto-starts on first write, or seeskill/ue5-automation/docs/MCP-ACCESS.md)UE 5.8: the engine's official MCP server at
http://127.0.0.1:8000/mcp— enable it in project settings (bAutoStartServer=True) and installbridge/ue58-extras/(8 tools; with the prebuilt bridge, node-level graph tools work too)stdio clients (Claude Desktop & co.): launch the bundled stdio proxy — it serves the full tool catalog locally and relays tool calls to the in-editor bridge (token read automatically), so clients that can't set HTTP headers work out of the box:
{ "mcpServers": { "ue5-automation": { "command": "python", "args": ["C:/path/to/ue5-automation/skill/ue5-automation/scripts/ue5_mcp_stdio.py"] } } }
Then just talk to your agent:
"Create a pickup item blueprint with a collision sphere, then verify the pickup logic in PIE."
See MCP-ACCESS.md for client configuration (ZCode / Claude Desktop / Cursor / raw JSON) and the full tool catalog.
Use it from the command line
cd skill\ue5-automation\scripts
python ue5_runner.py health
python ue5_runner.py read /Game/BP_Test --level L2
python ue5_runner.py build spec.json
python blueprint_editor.py update /Game/BP_Test PrintString InString "Hello"
python blueprint_editor.py connect /Game/BP_Test BeginPlay then PrintString execute
python log_parser.py --log "%PROJECT%\Saved\Logs\YourProject.log" --output diag.json
python analyzer.py --input reader_out.json --summaryThe execution chain (what the agent actually does)
requirements
→ preflight (engine/version/bridge checks)
→ read state (nodes, GUIDs, variables)
→ apply changes (build / edit / wire — every step read-back verified)
→ verify behavior (PIE start → live actor state → teleport w/ read-back → stop)
→ deliver (Markdown + Mermaid reports, transaction logs)
→ clean up (scoped saves only — never saves the whole project)Every write is read back and compared; mismatches raise loud errors. We consider "returns true but did nothing" the cardinal sin of editor automation.
Documentation
Doc | Content |
部署 / 接入 / SOP / 能力 / 排障 | |
中文说明与部署指南 | |
full manual (v0.18) | |
connecting MCP clients to UE 5.1–5.5 | |
19 known pitfalls (and fixes) | |
compiling the bridge for 5.2–5.8 |
Repository layout
├── bridge/ engine-side "hands"
│ ├── BlueprintPythonBridge/ C++ bridge plugin (59 editor UFUNCTIONs)
│ │ ├── Binaries/Win64/ prebuilt 5.1 DLL
│ │ └── Source/ full source + build_for_engine.bat (5.2–5.8)
│ ├── prebuilt-5.8/ prebuilt 5.8 DLL (+ UnrealEditor.modules)
│ └── ue58-extras/ official-MCP toolset plugin for 5.8 (8 tools)
├── skill/ue5-automation/ host-side brain: bridge client, MCP endpoint,
│ runner, blueprint editor/reader/builder, analyzer,
│ log parser, preflight, docs, report templates
└── CHANGELOG.md per-release summariesStatus & tested-against
Offline regression: 473 passed / 0 failed (98 skipped = online-only tests that need a live editor)
Live end-to-end verified on UE 5.1.1 and UE 5.8.2 (editor → official MCP → toolset → C++ bridge → live PIE state)
See CHANGELOG.md for per-release summaries
License
Apache-2.0 — see LICENSE.
Unreal® Engine is a trademark of Epic Games, Inc. This project is an independent developer tool and is not affiliated with or endorsed by Epic Games.
Acknowledgements
Built on top of the UE editor's Python & remote-execution surfaces, and integrating with the official ModelContextProtocol plugin (5.8+).
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