Unreal MCP Bridge
Drives the Unreal Engine 5 editor via its built-in Remote Control API, exposing tools to spawn, list, inspect, transform, and delete actors in the current level, search the asset registry, read and write properties on any UObject, call arbitrary BlueprintCallable UFUNCTIONs, and batch multiple Remote Control requests into a single round trip.
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 MCP Bridgespawn a cube at (300, 0, 100)"
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 Bridge
Drive Unreal Engine 5 from any AI assistant over the Model Context Protocol. An MCP server (this repo) exposes the editor as tools, speaking to Unreal's built-in Remote Control API — no custom plugin or in-engine code needed.
MCP client (Claude Desktop / Cursor / Muse / ...)
--stdio--> server/unreal_mcp_server.py
--HTTP 127.0.0.1:30010--> UE Remote Control API --> editorPart of the bridge family: blender-mcp-bridge
shares the same tool names and conventions.
What you can do with it
"Spawn a cube at (300, 0, 100)"→spawn_actor"List everything in the level"→list_actors"Move that light up 500 units"→set_actor_transform"Find all static meshes named 'Wall'"→search_assets"Set that actor's mobility to movable"→set_propertyAnything else →
call_function(the raw power tool)
Related MCP server: unreal-engine-mcp
Setup
1. Enable Remote Control in Unreal
In the UE editor: Edit → Plugins → search "Remote Control API" → Enable it (restart the editor).
Open the editor console ( ` key) and run:
WebControl.StartServerTo make it automatic, run once:
WebControl.EnableServerOnStartupVerify: open
http://127.0.0.1:30010/remote/infoin a browser — you should see JSON, not a connection error.
The editor must be open with a level loaded while you use the bridge.
EditorActorSubsystem tools (spawn/list/delete actors) need the editor —
they don't work in a packaged game.
2. Install the MCP server
python -m venv .venv && source .venv/bin/activate # Windows: .venv\Scripts\activate
pip install -r requirements.txtWindows users: extract the release zip and double-click run_server.bat
(it creates the venv, installs deps, and starts the server for a sanity check).
3. Point your AI client at it
Claude Desktop (claude_desktop_config.json):
{
"mcpServers": {
"unreal": {
"command": "/absolute/path/to/.venv/bin/python",
"args": ["/absolute/path/to/server/unreal_mcp_server.py"]
}
}
}Cursor: Settings → MCP → Add Server → same command/args.
Muse CLI: Muse mcp add unreal -- /absolute/path/to/.venv/bin/python /absolute/path/to/server/unreal_mcp_server.py
Then ask it to run ping_unreal — if it reports the RC server info, you're live.
Shared-server mode (optional)
python server/unreal_mcp_server.py --http --port 8001
# serves MCP at http://127.0.0.1:8001/mcpOne server, many clients. If Unreal runs on a different host/port:
--rc-host / --rc-port (or env UNREAL_RC_HOST / UNREAL_RC_PORT).
Tools
Tool | What it does |
| Health check; returns RC server info |
| All actors in the current level |
| Describe an actor: properties + callable functions |
| Search the asset registry (name / class / package path) |
| Spawn an actor (native class or Blueprint) in the level |
| Move / rotate an actor |
| Delete an actor from the level |
| Read a property on any UObject |
| Write a property on any UObject |
| Call any BlueprintCallable UFUNCTION (raw power tool) |
| Several RC requests in one round trip |
Unreal conventions (the AI must know these)
Units are centimeters.
location=[0, 0, 500]is 5 meters up.Rotation is Pitch/Yaw/Roll in degrees — not XYZ euler.
Objects are addressed by path, e.g.
/Game/Maps/MyMap.MyMap:PersistentLevel.MyActor.Blueprint classes need the
_Csuffix:/Game/Blueprints/BP_Cube.BP_Cube_C. Native classes look like/Script/Engine.StaticMeshActor.
Limitations (honest)
No viewport screenshots. The Remote Control API doesn't expose one. Use UE's
HighResShotconsole command manually when you need a visual check.Actor tools target the editor. Packaged builds only expose what your game's Remote Control presets expose.
Function parameter shapes follow UE's reflection; when in doubt, ask the AI to
get_actor_info/describefirst — it lists exact function signatures.
Troubleshooting
"cannot reach Unreal Remote Control at 127.0.0.1:30010" → editor isn't open, the Remote Control API plugin isn't enabled, or you didn't run
WebControl.StartServer.Port already in use → another UE instance (or something else) holds 30010.
Empty/missing actors → make sure a level is loaded in the editor.
Security
The bridge can call any exposed UE function, including spawning and deleting actors. It binds to localhost only. Never forward port 30010 to a network.
Project layout
server/unreal_rc_client.py # stdlib-only HTTP client for the RC API
server/unreal_mcp_server.py # the MCP server (FastMCP tools over stdio)
tests/test_rc_client.py # client tests against a mock RC server
tests/test_mcp_server.py # tool registration + RC call-shape testsThis server cannot be deployed
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