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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: Monolith

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, lighting

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

  • Dual Transport — Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge

  • 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

  • Capability Token Auth — Optional token-based authentication for both WS and HTTP transports

  • 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

  • Unreal Engine 5.0–5.8 (5.8 preview validated)

Choose your transport:

  • Option A: Native MCP (recommended) — no additional dependencies

  • Option B: TypeScript Bridge — requires Node.js 18+

Step 1: Install MCP Server (Option B only — skip for Native MCP)

Skip this step if using Option A: Native MCP Transport (Step 4A below).

NPX (Recommended):

npx unreal-engine-mcp-server

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.

From source (requires a project with code target)

Your project must have a code target (.sln or .xcworkspace). Blueprint-only projects cannot compile native plugins — to convert, add any class via Tools > New C++ Class in the editor.

Method 1: Copy Folder

Copy:  Unreal_mcp/plugins/McpAutomationBridge/
To:    YourUnrealProject/Plugins/McpAutomationBridge/

Method 2: External Plugin Directory (no copy needed)

  1. Open Unreal Editor → Edit → Plugins

  2. Click Plugin Directories (bottom-left)

  3. In Additional Plugin Directories, add the path to Unreal_mcp/plugins/

  4. Restart the editor — the plugin will be picked up from the external location

This saves the path in your .uproject file so the plugin stays linked without copying.

The plugin compiles automatically when you open the project — UE detects the .uplugin + Source/ and runs UnrealBuildTool.

Video Guide:

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

⚠️ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" — click Yes. If instead you see "Missing Modules — McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." — open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.

Pre-built (works with any project, including Blueprint-only)

Build the plugin once, then distribute the compiled binaries — no IDE or compilation needed on the target machine.

1. Build:

# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6

# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6

This produces a zip like McpAutomationBridge-v0.5.30-UE5.6-Mac.zip.

2. Install: unzip into YourProject/Plugins/ and open the project. That's it — no compilation step.

Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5, 5.7, or 5.8.

Step 3: Enable Required Plugins

Enable via Edit → Plugins, then restart the editor.

Plugin

Required For

MCP Automation Bridge

All automation operations

Python Editor Script Plugin

Python-backed editor automation helpers

Editor Scripting Utilities

Asset/Actor subsystem operations

Niagara

Visual effects and particle systems

Gameplay Abilities

manage_gas operations

Smart Objects

AI smart object operations

Plugin

Required For

Level Sequence Editor

manage_sequence operations

Control Rig

animation_physics operations

GeometryScripting

manage_geometry operations

Behavior Tree Editor

manage_ai Behavior Tree operations

Niagara Editor

Niagara authoring

Environment Query Editor

AI/EQS operations

MetaSound

manage_audio MetaSound authoring

StateTree

manage_ai State Tree operations

Enhanced Input

manage_networking input mapping operations

Chaos Cloth

Cloth simulation

Interchange

Asset import/export

Data Validation

Data validation

PCG

manage_pcg graph authoring and execution when enabled for the build

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. PCG support is compiled for source projects when the project explicitly enables PCG. Versioned release packages for UE 5.2+ include PCG support.

Step 4: Configure MCP Client

Option A: Native MCP Transport (Direct HTTP — no bridge needed)

The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP — no TypeScript bridge, no Node.js, no npm.

Enable in Unreal:

  1. Edit > Project Settings > Plugins > MCP Automation Bridge

  2. Check Enable Native MCP

  3. Set port (default: 3000)

  4. Optionally set Native MCP Instructions for project-specific guidance

  5. Restart the editor

Configure your MCP client to use Streamable HTTP transport at:

http://localhost:3000/mcp

Claude Code:

claude mcp add unreal-engine --transport http http://localhost:3000/mcp

Or manually in ~/.claude/settings.json or project .mcp.json:

{
  "mcpServers": {
    "unreal-engine": {
      "type": "url",
      "url": "http://localhost:3000/mcp"
    }
  }
}

Cursor (.cursor/mcp.json):

{
  "mcpServers": {
    "unreal-engine": {
      "url": "http://localhost:3000/mcp"
    }
  }
}

Verify it works:

  • Status bar — look for ● MCP :3000 (2) in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings.

  • Output Log — filter by LogMcpNativeTransport to see connections, tool calls, and session activity:

    LogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp
    LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1)
    LogMcpNativeTransport: tools/call: inspect (RequestId=...)
    LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)

Features:

  • SSE streaming for real-time progress during long operations

  • Multiple concurrent sessions (Cursor + Claude Code + others simultaneously)

  • Dynamic tool management — core tools load by default, enable more via manage_tools

  • Python execution via execute_python action (inline code or .py files)

  • Capability token authentication — enable in project settings for network security

Option B: TypeScript Bridge (stdio — classic setup)

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_CONNECTION_TIMEOUT_MS=5000
MCP_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000

# Optional Prometheus metrics endpoint
# Loopback-only by default. Non-loopback metrics requires both explicit opt-in and a token.
# MCP_METRICS_PORT=9100
# MCP_METRICS_HOST=127.0.0.1
# MCP_METRICS_ALLOW_NON_LOOPBACK=false
# MCP_METRICS_TOKEN=change-me

# Custom content mount points (comma-separated)
# Plugins with CanContainContent register mount points beyond /Game/.
# MCP_ADDITIONAL_PATH_PREFIXES=/ProjectObject/,/ProjectAnimation/

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. Enable capability token authentication (Require Capability Token in project settings) to prevent unauthorized access when using LAN mode.


Available Tools

23 exposed MCP tools in broad all-tools mode. Related actions live directly on their parent tools so clients load less context without losing capabilities.

Tool

Description

manage_asset

Assets, Materials, Render Targets, Behavior Trees

manage_blueprint

Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations

control_actor

Spawn, delete, transform, physics, tags

control_editor

PIE, Camera, viewport, screenshots

manage_level

Load/save, streaming, lighting

system_control

UBT, Tests, Logs, Project Settings, CVars, Python Execution

inspect

Object Introspection

manage_tools

Dynamic tool management (enable/disable at runtime)

Tool

Description

build_environment

Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences

manage_level_structure

Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes

manage_geometry

Procedural mesh creation and editing with Geometry Script

manage_pcg

PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings

Tool

Description

animation_physics

Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK

manage_effect

Niagara, particles, debug shapes, GPU simulations

manage_gas

Gameplay Ability System: abilities, effects, attributes

manage_character

Character creation, movement, advanced locomotion

manage_combat

Weapons, projectiles, damage, melee combat

manage_ai

AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding

manage_inventory

Items, equipment, loot tables, crafting

manage_interaction

Interactables, destructibles, triggers

Tool

Description

manage_audio

Audio Assets, Components, Sound Cues, MetaSounds, Attenuation

manage_sequence

Sequencer, cinematics, bindings, tracks, playback, keyframes

manage_networking

Replication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings

Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees


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

Plugin Extension

C++ plugin architecture

Testing Guide

How to run and write tests

Roadmap

Development roadmap


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 roadmap progress and priorities

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

A
license - permissive license
-
quality - not tested
C
maintenance

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Response time
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Releases (12mo)
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