Unreal Engine MCP Server
Provides tools for controlling Unreal Engine, including asset management, actor control, level management, animation, visual effects, sequencer, graph editing, audio, and system operations.
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 Engine MCP ServerImport the asset 'Sword' from the desktop."
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 MCP Server
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-serverClone & Build:
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.jsStep 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)
Open Unreal Editor → Edit → Plugins
Click Plugin Directories (bottom-left)
In Additional Plugin Directories, add the path to
Unreal_mcp/plugins/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_5.6This 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 |
|
Smart Objects | AI smart object operations |
Plugin | Required For |
Level Sequence Editor |
|
Control Rig |
|
GeometryScripting |
|
Behavior Tree Editor |
|
Niagara Editor | Niagara authoring |
Environment Query Editor | AI/EQS operations |
MetaSound |
|
StateTree |
|
Enhanced Input |
|
Chaos Cloth | Cloth simulation |
Interchange | Asset import/export |
Data Validation | Data validation |
PCG |
|
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:
Edit > Project Settings > Plugins > MCP Automation Bridge
Check Enable Native MCP
Set port (default:
3000)Optionally set Native MCP Instructions for project-specific guidance
Restart the editor
Configure your MCP client to use Streamable HTTP transport at:
http://localhost:3000/mcpClaude Code:
claude mcp add unreal-engine --transport http http://localhost:3000/mcpOr 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
LogMcpNativeTransportto 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_toolsPython execution via
execute_pythonaction (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=0.0.0.0Unreal Engine Plugin:
Go to Edit → Project Settings → Plugins → MCP Automation Bridge
Under Security, enable "Allow Non Loopback"
Under Connection, set "Listen Host" to
0.0.0.0Restart 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 |
| Assets, Materials, Render Targets, Behavior Trees |
| Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations |
| Spawn, delete, transform, physics, tags |
| PIE, Camera, viewport, screenshots |
| Load/save, streaming, lighting |
| UBT, Tests, Logs, Project Settings, CVars, Python Execution |
| Object Introspection |
| Dynamic tool management (enable/disable at runtime) |
Tool | Description |
| Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences |
| Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes |
| Procedural mesh creation and editing with Geometry Script |
| PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings |
Tool | Description |
| Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK |
| Niagara, particles, debug shapes, GPU simulations |
| Gameplay Ability System: abilities, effects, attributes |
| Character creation, movement, advanced locomotion |
| Weapons, projectiles, damage, melee combat |
| AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding |
| Items, equipment, loot tables, crafting |
| Interactables, destructibles, triggers |
Tool | Description |
| Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
| Sequencer, cinematics, bindings, tracks, playback, keyframes |
| 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-mcpDocumentation
Document | Description |
TypeScript to C++ routing | |
C++ plugin architecture | |
How to run and write tests | |
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 testsCommunity
Resource | Description |
Track roadmap progress and priorities | |
Ask questions, share ideas, get help | |
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
This server cannot be installed
Maintenance
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