UE5 MCP Server
Provides tools for interacting with Unreal Engine 5 editor, enabling AI assistants to manipulate levels, actors, Blueprints, Animation Blueprints, materials, enhanced input, and execute scripts.
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., "@UE5 MCP ServerSpawn a point light at position 0, 0, 500"
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 MCP Server
An MCP (Model Context Protocol) server that bridges AI assistants to Unreal Engine 5's editor, enabling direct manipulation of levels, actors, Blueprints, and Animation Blueprints.
Why a Standalone Repository?
This MCP server was originally part of the UnrealClaude plugin, but has been moved to its own repository because:
Expanded Scope: The MCP protocol is an open standard now supported by many AI providers
Easier Forking: Developers can fork and adapt this bridge for other AI services without pulling the entire Unreal plugin
Community Contributions: Standalone repo makes it easier to accept PRs for new features, bug fixes, and support for additional MCP clients
Compatible AI Clients
This server uses the standard Model Context Protocol and works with any MCP-compatible AI client, including:
Claude Code (CLI)
Claude Desktop App
OpenAI ChatGPT Desktop (MCP support added March 2025)
Cursor (AI-powered IDE)
Replit (AI coding platform)
Sourcegraph Cody
Windsurf
And any other MCP-compliant tool
The protocol was donated to the Linux Foundation in December 2025 and continues to see broad adoption across the AI industry.
Important: What This Tool Is (and Isn't)
This is NOT a "text-to-game" tool. It will not generate 3D models, textures, animations, or replace the work of artists, animators, and asset creators.
This IS a workflow accelerator for Unreal Engine developers. It helps with:
Project setup monotony: Quickly scaffold Blueprints, set up state machines, configure input bindings
Repetitive editor tasks: Spawn actors, set properties, organize levels using natural language
Rapid prototyping: Test ideas faster by describing what you want instead of clicking through menus
Learning UE5: Query the built-in API documentation while working
The goal is to speed up the tedious parts of game development so you can focus on the creative work that actually matters.
Requirements
Node.js 18.0.0 or higher
An HTTP endpoint that implements the expected REST API (default:
http://localhost:3000)
Note: This MCP server is designed to work with the UnrealClaude plugin, but can be adapted for other HTTP backends that implement the same API.
Quick Start
1. Install
git clone https://github.com/Natfii/unrealclaude-mcp-bridge.git
cd unrealclaude-mcp-bridge
npm install2. Configure Your MCP Client
Add to your MCP client's configuration:
Claude Code (~/.claude/settings.json):
{
"mcpServers": {
"unreal": {
"command": "node",
"args": ["/path/to/unrealclaude-mcp-bridge/index.js"],
"env": {
"UNREAL_MCP_URL": "http://localhost:3000"
}
}
}
}Claude Desktop (claude_desktop_config.json):
{
"mcpServers": {
"unreal": {
"command": "node",
"args": ["/path/to/unrealclaude-mcp-bridge/index.js"],
"env": {
"UNREAL_MCP_URL": "http://localhost:3000"
}
}
}
}Other MCP Clients: Consult your client's documentation for MCP server configuration. The server uses stdio transport.
3. Use It
Once connected, you can interact with Unreal Editor through natural language:
"Spawn a point light at position 0, 0, 500"
"List all StaticMeshActors in the level"
"Create a new Actor Blueprint called BP_Enemy"
"Add a float variable called Health to BP_Player"
"Create a state machine called Locomotion in my Animation Blueprint"Available Tools
Connection & Context
Tool | Description |
| Check connection to Unreal Editor |
| Get UE 5.7 API documentation by category or query |
Level & Actor Tools
Tool | Description |
| Open, create, or list level maps in the editor |
| Spawn actors in the level |
| List actors in the current level |
| Set properties on actors |
| Move/rotate/scale actors |
| Delete actors from the level |
| Run Unreal console commands |
| Get recent output log entries |
Asset Tools
Tool | Description |
| Search for assets by class, path, or name |
| Get all assets that a specific asset depends on |
| Get all assets that reference a specific asset |
Script Execution
Tool | Description |
| Execute C++, Python, or console scripts |
| Remove generated scripts |
| Get script execution history |
Viewport
Tool | Description |
| Capture screenshot of active viewport |
Blueprint Tools
Tool | Description |
| Query Blueprint information (list, inspect, get_graph) |
| Modify Blueprints (create, add variables/functions, add nodes, connect pins) |
Animation Blueprint Tools
Tool | Description |
| Full Animation Blueprint manipulation |
Character Tools
Tool | Description |
| Query and modify ACharacter actors in the current level |
| Create and manage character configuration DataAssets and stats DataTables |
Material Tools
Tool | Description |
| Material instance creation and assignment for Skeletal Meshes |
Enhanced Input Tools
Tool | Description |
| Create and modify Enhanced Input assets (InputAction, InputMappingContext) |
Async Task Queue
Tool | Description |
| Submit an MCP tool for async background execution |
| Check status of a submitted async task |
| Get the result of a completed async task |
| List all async tasks |
| Cancel a running async task |
Animation Blueprint Operations
The unreal_anim_blueprint_modify tool provides comprehensive control over Animation Blueprints:
State Machine Operations
Operation | Description |
| Get AnimBlueprint structure overview |
| Get detailed state machine info |
| Create new state machine |
| Add state to state machine |
| Remove state from state machine |
| Set entry state for state machine |
| Connect state machine to AnimGraph output pose |
Transition Operations
Operation | Description |
| Create transition between states |
| Remove transition |
| Set blend duration |
| Set evaluation priority |
Transition Condition Graph
Operation | Description |
| Add logic node (TimeRemaining, Greater, Less, And, Or, Not, GetVariable) |
| Remove node from transition graph |
| Connect nodes in transition graph |
| Connect condition to transition result |
Node/Pin Introspection
Operation | Description |
| List all nodes in transition graph(s) with their pins |
| Get detailed pin info (types, connections, default values) |
| Set pin default value with type validation |
| Add GetVariable -> Comparison -> Result chain |
| Return compile status and diagnostics |
Animation Assignment
Operation | Description |
| Assign AnimSequence, BlendSpace, BlendSpace1D, or Montage |
| Search compatible animation assets |
Batch Operations
Operation | Description |
| Execute multiple operations atomically |
UE 5.7 Context System
The server includes built-in UE 5.7 API documentation that can be queried:
Available Categories
Category | Description |
| Animation Blueprint, state machines, transitions, UAnimInstance |
| Blueprint graphs, UK2Node, FBlueprintEditorUtils |
| Slate UI widgets, SNew/SAssignNew, layout patterns |
| Actor spawning, components, transforms, iteration |
| Asset loading, TSoftObjectPtr, FStreamableManager, async loading |
| Network replication, RPCs, DOREPLIFETIME, OnRep |
| Enhanced Input System, Input Actions, Mapping Contexts |
| Character movement, configuration, stats |
| Material instances, parameters, slots |
Usage
// Get specific category
{ "category": "animation" }
// Search by keywords
{ "query": "state machine transitions" }
// List all categories
{}Automatic Context Injection
Enable automatic context injection by setting:
{
"env": {
"INJECT_CONTEXT": "true"
}
}Configuration
Environment Variable | Default | Description |
|
| Unreal plugin HTTP server URL |
|
| Request timeout in milliseconds |
|
| Auto-inject UE5 context on tool responses |
| - | Enable debug logging |
Troubleshooting
Tools show "NOT CONNECTED"
Ensure your HTTP backend is running and accessible
Verify the
UNREAL_MCP_URLenvironment variable points to the correct endpointCheck that the endpoint responds to
/mcp/status
stdin/stdout errors
Ensure Node.js 18+ is installed and in PATH
Run
npm installto ensure dependencies are presentVerify the path in your MCP client config points to the correct
index.js
Running the Test Suite
This repo includes a Vitest test suite (87 tests) that validates bridge behavior without a running Unreal Editor:
npm install
npm test # run all tests
npm run test:watch # watch mode
npm run test:coverage # with coverage reportTests mock the Unreal HTTP server and cover schema conversion, HTTP client logic, context loading, tool listing, and call routing.
Contributing
Contributions are welcome! Feel free to:
Add support for additional MCP client configurations
Improve the UE5 context documentation
Fix bugs or add new features
Submit documentation improvements
License
MIT with Attribution - see LICENSE for details.
Attribution Required: If you use this project, please credit:
Project: UE5 MCP Server
Author: Natali Caggiano (Natfii)
Disclosure Required: If you build another MCP server or AI integration using this code, please disclose its use in your documentation.
Related
UnrealClaude Plugin - Unreal Engine plugin that provides the HTTP backend for this MCP server
Model Context Protocol - The protocol specification
MCP GitHub - Official MCP repositories and SDKs
Maintenance
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