unreal-mcp-additional-tools
Provides tools for interacting with Unreal Engine projects, covering build/cook/package, cinematics, Niagara VFX, automation testing, source control, profiling, World Partition, and content maintenance.
Click on "Install 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-mcp-additional-toolsCook the project for Windows in shipping configuration"
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-mcp-additional-tools
An MCP server that complements Epic's official Unreal Engine MCP server — 78 tools across 14 subsystems covering the areas Epic's server doesn't reach: build/cook/package, cinematics, Niagara, automation testing, source control, profiling, World Partition, and project-wide content maintenance.
Beta — This project is under active development and testing. Tools are being validated against UE 5.8.1. Some tools may not work as expected. Bug reports and contributions are welcome.
Run it alongside Epic's official server. This repo has been deliberately deduplicated against it, so the two form a clean union with no functional overlap — see Relationship to Epic's Official Server.
Forked from sam-david/unreal-mcp (MIT). The upstream project is a general-purpose Unreal MCP server; this fork deduplicates its toolset against Epic's official server so both can be connected at once.
Relationship to Epic's Official Server
This project began as a general-purpose Unreal MCP server. After Epic shipped an official one, its toolset was deduplicated against Epic's so the two can be connected at the same time without redundant or conflicting tools.
What was removed
Whole categories were dropped only where Epic has a genuine 1-call (or trivial 2-call) equivalent:
blueprintmodule (12 tools) — deleted outright. Epic'sBlueprintToolsis a strict superset.pluginmodule (3 tools) — deleted outright. Epic'sPluginToolsetis a strict superset.actor,asset, andmaterial— trimmed heavily for the same reason, leaving only the tools with no Epic counterpart.
What was deliberately kept
Some remaining tools have names that sound similar to Epic's, but the behavior differs. These were kept on purpose:
Tool | Why it isn't a duplicate |
| Epic's mesh tools set the asset's default slot material. This sets a live actor-instance override. |
| Epic only does convex-hull generation. Box/sphere/capsule/auto modes have no Epic equivalent. |
| Epic's |
| Epic has no in-place reimport. |
| Epic's import tools are per-asset-type only — no generic or audio import. |
| Epic has no asset export. |
| Epic has no data validation tool at all. |
What was untouched
Entire domains were left fully intact because Epic has no equivalent:
Build, cook, and packaging
Cinematics / Sequencer
Niagara VFX
Automation testing and Gauntlet
Source control (real checkin/checkout/diff, not just read-only flags)
Profiling and Unreal Insights traces
World Partition
Undo/redo
Remote Control Presets
Project-wide maintenance —
fix_redirectors,resave_packages,content_audit,consolidate_assets
Related MCP server: unreal-engine-mcp
Quick Start
Prerequisites
Node.js >= 18
Unreal Engine 5.x with editor open
Python Editor Script Plugin enabled (built-in) with Enable Remote Execution checked in its settings
No custom C++ plugin required. This server works out of the box using Unreal's built-in Python and Remote Control plugins.
Install
git clone https://github.com/YOUR_USERNAME/unreal-mcp-additional-tools.git
cd unreal-mcp-additional-tools
npm install
npm run buildAdd to Claude Code
Per-project (from your UE project directory):
claude mcp add --transport stdio unreal-extra -- node /path/to/unreal-mcp-additional-tools/dist/bin.jsGlobal (available in all projects):
claude mcp add --scope user --transport stdio unreal-extra -- node /path/to/unreal-mcp-additional-tools/dist/bin.jsThen drop a .unrealmcp.json in each UE project:
{
"projectPath": "."
}Add to Claude Desktop
Add to %APPDATA%\Claude\claude_desktop_config.json (Windows) or ~/Library/Application Support/Claude/claude_desktop_config.json (macOS):
{
"mcpServers": {
"unreal-extra": {
"command": "node",
"args": ["/path/to/unreal-mcp-additional-tools/dist/bin.js"],
"env": {
"UNREAL_MCP_PROJECT_PATH": "/path/to/YourProject.uproject"
}
}
}
}Tool Modules
78 tools across 14 modules. Module names below are the values accepted by enabledModules / UNREAL_MCP_MODULES.
Module | Tools | Description |
console | 3 | Execute Python, run console commands, check transport connection status |
actor | 2 | Duplicate actors, set actor tags |
asset | 7 | Import/export, data validation, fix redirectors, resave packages, content audit, consolidate duplicates |
build | 9 | Build targets, cook, package, BuildCookRun, build plugins, BuildGraph, generate project files, clean, parse build status |
material | 1 | Apply a material to a live actor's mesh component |
sequencer | 8 | Create sequences, inspect structure, bind actors, add tracks, playback range, framerate, FBX export, Movie Render Queue |
animation | 6 | Animation blueprints, montages, sequence info, skeletal mesh LODs, reimport, animation modifiers |
niagara | 8 | Spawn systems at a location or attached, set float/vector/color/bool parameters, reset, reinit |
testing | 7 | List and run automation tests (by name, category, or all), map check, Gauntlet, fetch results |
source-control | 6 | Status, checkout, checkin, revert, mark for add, diff |
profiling | 5 | Start/stop Unreal Insights traces, stat commands, start/stop CSV profiling |
world-partition | 4 | List data layers, set data layer state, query loaded cells, configure streaming sources |
editor-utils | 7 | Run editor utility widgets/blueprints, generate collision and lightmap UVs, undo, redo, undo history |
remote-control-presets | 5 | List and inspect presets, get/set exposed properties, call exposed functions |
Architecture
MCP Client (Claude Code, Claude Desktop, etc.)
↕ stdio (MCP protocol)
unreal-mcp-additional-tools server
↕ transport layers
Unreal EngineTransport Layers
Transport | Protocol | Port | What It Needs | Used by |
Python Remote Execution | UDP multicast + inverted TCP | 6776 | Python Editor Script Plugin (built-in) | Most tools |
Subprocess Runner | Spawns UAT/UBT processes | N/A | Engine path only | Build, cook, package, Gauntlet |
Remote Control API | HTTP REST | 30010 | Remote Control API plugin (built-in) | Remote Control Presets |
Plugin Bridge | TCP, length-prefixed JSON | 55557 | Optional C++ plugin | Currently unused |
The server probes all transports on startup and tools degrade gracefully. Build tools run through the subprocess runner and don't need the editor open at all.
The Plugin Bridge client and its executeWithPluginFallback() plugin-first/Python-fallback path remain in the codebase, but no tool currently routes through it — its only consumer was the blueprint module, which was removed during the dedupe against Epic's server. No C++ plugin ships with this repo.
Configuration
Three-layer priority: CLI args > environment variables > config file > defaults.
Environment Variables
Variable | Default | Description |
| — | Path to .uproject file or project directory |
| auto-detect | UE engine install path |
| 30010 | Remote Control API port |
| 6776 | Python Remote Execution port |
| Win64 | Target platform |
| Development | Build configuration |
| all | Comma-separated list of modules to enable |
CLI Arguments
node dist/bin.js --project-path /path/to/project --engine-path /path/to/UE_5.8 --rc-port 30010Config File
Place .unrealmcp.json in your project directory or home directory:
{
"projectPath": ".",
"platform": "Win64",
"configuration": "Development",
"enabledModules": ["console", "asset", "build", "sequencer", "niagara"]
}Unreal Editor Setup
Required (for most tools)
Edit > Plugins > enable Python Editor Script Plugin
Restart the editor
Edit > Project Settings > Plugins > Python > scroll to Remote Execution section:
Check Enable Remote Execution
UE 5.3+ IMPORTANT: Change Multicast Bind Address from
127.0.0.1to0.0.0.0— Epic changed the default in 5.3 and it breaks external toolsVerify Multicast Group Endpoint is
239.0.0.1:6766
Restart the editor again
Still getting "No Unreal Editor nodes found"?
VPN/Tailscale users: Tailscale's virtual network adapter can hijack multicast. Try temporarily disabling Tailscale, or disable the Tailscale network adapter in Windows Network Connections.
Firewall: Allow UDP port 6766 and TCP port 6776, or temporarily disable Windows Firewall to test.
Multiple adapters: WSL, Hyper-V, and VPN adapters can all cause multicast to bind to the wrong interface. Disabling unused adapters helps.
Optional (for Remote Control Preset tools)
Edit > Plugins > enable Remote Control API
Restart the editor
Edit > Project Settings > Plugins > Remote Control > Server:
Check Restrict Server Access — this sounds restrictive but actually enables the sub-options below (unchecked = features hidden/off)
Check Enable Remote Python Execution
Check Allow Console Command Remote Execution
Allowed Origins: leave blank or add
127.0.0.1These take effect immediately, no restart needed
Other Community Projects
For context, other Unreal MCP implementations in the wild:
Tools | ~30 | ~20 | ~5 | 36 |
Requires C++ plugin | Yes | Yes | Yes | Yes |
Build/package tools | No | No | No | Partial |
All of them require compiling and installing a custom C++ plugin into your UE project. This one doesn't.
Development
npm run dev # Watch-mode dev server
npm run build # Compile TypeScript
npm run lint # Biome linter
npm run fmt # Biome formatter
npm test # Run testsLicense
MIT — see LICENSE. Original work copyright Sam David; modifications in this fork copyright nodormu.
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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