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Unreal Engine MCP Server

Unreal Engine MCP Server

by erhansiraci

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

  1. Open your project in Unreal Editor

  2. Go to Edit > Plugins

  3. Search for "Remote Control API" in the Messaging category

  4. 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 build

Usage

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 dev

CLI Options

Option

Alias

Description

Default

--host

-h

Unreal Engine host address

127.0.0.1

--http-port

-p

Remote Control HTTP port

30010

--ws-port

-w

Remote Control WebSocket port

30020

--timeout

-t

Request timeout (ms)

5000

--mock

-m

Enable mock mode

false

--verbose

-v

Enable verbose logging

false

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

ue_ping

Test connection to Unreal Engine

ue_get_api_info

Get available API routes

Object Tools

Tool

Description

ue_call_function

Call Blueprint-callable functions on UObjects

ue_get_property

Read property values from objects

ue_set_property

Write property values to objects

ue_describe_object

Get object metadata (properties, functions)

Actor Tools

Tool

Description

ue_get_all_actors

List all actors in the current level

ue_get_selected_actors

Get currently selected actors

ue_spawn_actor

Spawn a new actor in the level

ue_destroy_actor

Delete an actor from the level

ue_transform_actor

Move, rotate, or scale an actor

ue_select_actors

Set editor selection

Batch Tools

Tool

Description

ue_batch_execute

Execute multiple operations in one request

Asset Tools

Tool

Description

ue_search_assets

Search the asset registry

ue_get_asset_data

Get asset metadata

Level Tools

Tool

Description

ue_get_current_level

Get current level information

ue_open_level

Open a level

ue_save_level

Save the current level

ue_save_all

Save all modified assets

Editor Tools

Tool

Description

ue_play_in_editor

Control PIE (start/stop/pause/resume)

ue_execute_console_command

Run console commands

ue_focus_viewport

Move viewport to actor or location

Available Resources (4)

Resources provide read-only access to Unreal Engine data via URI patterns.

Resource URI

Description

unreal://api/schema

Available Remote Control API endpoints

unreal://level/actors

All actors in the current level

unreal://editor/state

Current editor state (level, selection)

unreal://presets

List of Remote Control Presets

Available Prompts (6)

Prompts are workflow templates that guide common tasks.

Prompt

Description

spawn-actors-grid

Create a grid of actors at specified positions

batch-property-edit

Edit a property on multiple actors at once

debug-actor

Get comprehensive debug info about an actor

setup-level

Set up a new level with common elements

explore-blueprint

Explore a Blueprint's properties and functions

use-preset

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 successfully

Development

# 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 inspector

Architecture

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 utilities

Environment 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 logging

License

MIT

Sources

Available Tools

22 tools
ue_batch_executeA

Execute multiple operations in a single batch request. More efficient than calling individual tools when you need to perform many operations. Supports function calls, property reads, and property writes. Maximum 100 operations per batch.

Inputs: operations (required).

ue_call_functionA

Call a Blueprint-callable function on a UObject. This can invoke any function exposed to Blueprints, including actor methods, engine utilities, and custom Blueprint functions. Use ue_describe_object first to see available functions on an object.

Inputs: objectPath (required), functionName (required), parameters.

ue_describe_objectA

Get detailed metadata about a UObject, including all accessible properties and Blueprint-callable functions. Use this to discover what operations are available on an object before calling ue_call_function, ue_get_property, or ue_set_property.

Inputs: objectPath (required).

ue_destroy_actorA

Destroy (delete) an actor from the current level. This action is irreversible (unless you undo in the editor). Use ue_get_all_actors to find actor paths.

Inputs: actorPath (required).

ue_execute_console_commandA

Execute a console command in Unreal Engine. Supports any command available in the editor console (~). Common commands: 'stat fps', 'stat unit', 'show collision', 'viewmode wireframe'

Inputs: command (required).

ue_focus_viewportA

Move the editor viewport to focus on a specific actor or location. Useful for navigating to objects in large levels.

Inputs: location, actorPath.

ue_get_all_actorsA

Get a list of all actors in the current level. Optionally filter by class name to get only specific actor types. Returns actor paths that can be used with other tools like ue_get_property or ue_call_function.

Inputs: classFilter.

ue_get_api_infoA

Get information about all available Remote Control API routes. Useful for understanding what endpoints are available.

Inputs: no named parameters.

ue_get_asset_dataA

Get detailed metadata about an asset including its class, size, and references. Use ue_search_assets to find asset paths first.

Inputs: assetPath (required).

ue_get_current_levelA

Get information about the currently open level in the editor, including its name, path, and world settings.

Inputs: no named parameters.

ue_get_propertyA

Read a property value from a UObject. Can read any public property that doesn't have a BlueprintGetter defined. For properties with getters, use ue_call_function instead. Use ue_describe_object to see available properties on an object.

Inputs: objectPath (required), propertyName (required).

ue_get_selected_actorsA

Get the list of currently selected actors in the Unreal Editor. Useful for performing operations on user-selected objects. Returns actor paths that can be used with other tools.

Inputs: no named parameters.

ue_open_levelA

Open a level in the Unreal Editor. This will close the current level. Use ue_search_assets with classFilter='World' to find available levels.

Inputs: levelPath (required).

ue_pingA

Test connectivity to Unreal Engine. Returns success if the Remote Control API is reachable.

Inputs: no named parameters.

ue_play_in_editorA

Control Play In Editor (PIE) mode. Start, stop, pause, or resume game preview. Useful for testing gameplay changes.

Inputs: action (required).

ue_save_allA

Save all modified assets and levels. Equivalent to Ctrl+Shift+S in the editor.

Inputs: no named parameters.

ue_save_levelA

Save the current level. This saves all changes made to the level.

Inputs: no named parameters.

ue_search_assetsA

Search the project's asset registry for assets by name, path, or class. Returns asset paths that can be used with other tools. Useful for finding meshes, materials, blueprints, textures, etc.

Inputs: query (required), limit, pathFilter, classFilter.

ue_select_actorsA

Select actors in the Unreal Editor. By default, replaces the current selection. Set addToSelection=true to add to the existing selection instead.

Inputs: actorPaths (required), addToSelection.

ue_set_propertyA

Write a property value on a UObject. Can write any public property that isn't read-only and doesn't have a BlueprintSetter. For properties with setters, use ue_call_function with the setter function instead. Use ue_describe_object to see available properties and their types.

Inputs: objectPath (required), propertyName (required), value.

ue_spawn_actorA

Spawn a new actor in the current level at the specified location. Supports any actor class including built-in types (StaticMeshActor, PointLight, etc.) and custom Blueprint actors. Returns the path to the newly created actor.

Inputs: location (required), className (required), label, rotation.

ue_transform_actorA

Set the transform (location, rotation, and/or scale) of an actor. You can provide any combination of location, rotation, and scale - only the provided components will be changed.

Inputs: actorPath (required), scale, location, rotation.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    A4/5.0

    Scored across 22 tools

    Disambiguation4/5

    Most tools have clearly distinct purposes (property reading/writing, function calling, actor management, level operations, asset search). The only slight overlap is between ue_ping and ue_get_api_info, both providing connectivity/info, but their descriptions make the difference clear.

    Naming Consistency5/5

    All tool names follow a consistent ue_verb_noun pattern (e.g., ue_get_property, ue_spawn_actor, ue_open_level). The naming is uniform, lowercase, and snake_case, with no mixed conventions or ambiguous verbs.

    Tool Count4/5

    22 tools is slightly above the typical 15-tool threshold, but the breadth is justified by the wide scope of Unreal Engine automation. The count feels appropriate for editor control, object inspection, asset handling, and level management without being bloated.

    Completeness4/5

    Core workflows are covered: inspecting objects, reading/writing properties, calling functions, managing actors (list, select, spawn, destroy, transform), level operations (open, save, current, save all), asset search/metadata, and editor utilities (console, PIE). Minor gaps exist, such as no explicit undo/redo or asset creation, but the surface is well-rounded for typical automation.

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