Unreal Engine MCP Server
Integrates with Unreal Engine via the Remote Control API, providing tools to manage actors, assets, levels, and editor state, including spawning actors, transforming objects, searching assets, and controlling play-in-editor.
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 ServerList all actors in the current level"
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 Claude and other AI assistants to interact with Unreal Engine through the Remote Control API.
Features
22 MCP Tools - Full control over actors, assets, levels, and editor
4 MCP Resources - Read-only data access to engine state
6 MCP Prompts - Workflow templates for common tasks
Remote Control API Integration - HTTP-based communication
Mock Mode - Test without running Unreal Engine
TypeScript - Full type safety with Zod validation
Batch Operations - Execute multiple operations efficiently
Related MCP server: Unreal Engine MCP Server
Requirements
Node.js 18+
Unreal Engine 5.x with Remote Control API plugin enabled
Enabling Remote Control in Unreal Engine
Open your project in Unreal Editor
Go to Edit > Plugins
Search for "Remote Control API" in the Messaging category
Enable the plugin and restart the editor
The Remote Control API server starts automatically on port 30010.
Installation
# Clone the repository
git clone https://github.com/your-repo/ue-mcp.git
cd ue-mcp
# Install dependencies
npm install
# Build
npm run buildUsage
Start the server
# Default settings (connects to localhost:30010)
npm start
# Mock mode (for testing without Unreal Engine)
npm run start:mock
# Custom host/port
node dist/index.js --host 192.168.1.100 --http-port 30010
# Development mode with hot reload
npm run devCLI Options
Option | Alias | Description | Default |
|
| Unreal Engine host address |
|
|
| Remote Control HTTP port |
|
|
| Remote Control WebSocket port |
|
|
| Request timeout (ms) |
|
|
| Enable mock mode |
|
|
| Enable verbose logging |
|
Claude Desktop Configuration
Add to your Claude Desktop configuration (~/.claude.json or .mcp.json):
{
"mcpServers": {
"unreal-engine": {
"command": "node",
"args": ["/path/to/ue-mcp/dist/index.js"],
"env": {
"UE_HOST": "127.0.0.1",
"UE_HTTP_PORT": "30010"
}
}
}
}Available Tools (22)
Debug Tools
Tool | Description |
| Test connection to Unreal Engine |
| Get available API routes |
Object Tools
Tool | Description |
| Call Blueprint-callable functions on UObjects |
| Read property values from objects |
| Write property values to objects |
| Get object metadata (properties, functions) |
Actor Tools
Tool | Description |
| List all actors in the current level |
| Get currently selected actors |
| Spawn a new actor in the level |
| Delete an actor from the level |
| Move, rotate, or scale an actor |
| Set editor selection |
Batch Tools
Tool | Description |
| Execute multiple operations in one request |
Asset Tools
Tool | Description |
| Search the asset registry |
| Get asset metadata |
Level Tools
Tool | Description |
| Get current level information |
| Open a level |
| Save the current level |
| Save all modified assets |
Editor Tools
Tool | Description |
| Control PIE (start/stop/pause/resume) |
| Run console commands |
| Move viewport to actor or location |
Available Resources (4)
Resources provide read-only access to Unreal Engine data via URI patterns.
Resource URI | Description |
| Available Remote Control API endpoints |
| All actors in the current level |
| Current editor state (level, selection) |
| List of Remote Control Presets |
Available Prompts (6)
Prompts are workflow templates that guide common tasks.
Prompt | Description |
| Create a grid of actors at specified positions |
| Edit a property on multiple actors at once |
| Get comprehensive debug info about an actor |
| Set up a new level with common elements |
| Explore a Blueprint's properties and functions |
| Work with a Remote Control Preset |
Example Interactions
You: Ping Unreal Engine to check if it's connected
Claude: [Uses ue_ping tool]
Successfully connected to Unreal Engine at http://127.0.0.1:30010
You: List all the lights in the level
Claude: [Uses ue_get_all_actors with classFilter="PointLight"]
Found 3 actors: PointLight_1, PointLight_2, SpotLight_1
You: Spawn a point light at position (500, 0, 200)
Claude: [Uses ue_spawn_actor tool]
Successfully spawned PointLight at (500, 0, 200)
You: Move it up by 100 units
Claude: [Uses ue_transform_actor tool]
Successfully set location on actor
You: Save the level
Claude: [Uses ue_save_level tool]
Level saved successfullyDevelopment
# Install dependencies
npm install
# Run in development mode
npm run dev
# Type checking
npm run typecheck
# Build
npm run build
# Run tests
npm test
# Test with MCP Inspector
npm run inspectorArchitecture
src/
├── index.ts # CLI entry point
├── server.ts # MCP server setup
├── config/ # Configuration system
├── client/ # HTTP client for Remote Control API
├── tools/
│ ├── debug/ # ue_ping, ue_get_api_info
│ ├── object/ # ue_call_function, ue_get_property, etc.
│ ├── actor/ # ue_spawn_actor, ue_transform_actor, etc.
│ ├── asset/ # ue_search_assets, ue_get_asset_data
│ ├── level/ # ue_open_level, ue_save_level, etc.
│ ├── editor/ # ue_play_in_editor, ue_execute_console_command
│ └── batch/ # ue_batch_execute
├── resources/ # MCP resources (read-only data)
├── prompts/ # MCP prompts (workflow templates)
└── utils/ # Error handling utilitiesEnvironment Variables
UE_HOST=127.0.0.1 # Unreal Engine host
UE_HTTP_PORT=30010 # Remote Control HTTP port
UE_WS_PORT=30020 # Remote Control WebSocket port
UE_TIMEOUT=5000 # Request timeout (ms)
UE_MOCK_MODE=false # Enable mock mode
UE_VERBOSE=false # Enable verbose loggingLicense
MIT
Sources
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Maintenance
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