unreal-mcp
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- AlicenseBqualityAmaintenanceEnables AI assistants to control Unreal Engine via Remote Control API for game development automation, including asset management, actor control, level editing, animation, physics, visual effects, and cinematics creation through natural language.1533 npm903MIT

Funplay MCP for Unrealofficial
AlicenseNot gradedqualityCmaintenanceEnables AI assistants to directly control and interact with the Unreal Editor through natural language, allowing tasks such as spawning actors, building levels, creating materials, and running Python scripts.3MIT- AlicenseNot gradedqualityCmaintenanceEnables AI assistants to control Unreal Engine editor through natural language, supporting scene setup, asset management, and level editing via the engine's Remote Execution protocol.MIT
- FlicenseAqualityCmaintenanceBridges AI assistants to Unreal Engine 5 editor, enabling direct manipulation of levels, actors, Blueprints, and Animation Blueprints through natural language commands.163-
- AlicenseBqualityBmaintenanceControls Unreal Engine 5 editor from AI coding assistants, enabling 280 commands across 13 categories for materials, blueprints, Niagara VFX, and more.10055 PyPI39Mozilla Public 2.0
- AlicenseNot gradedqualityAmaintenanceGives AI assistants deep read/write access to the Unreal Editor through 21 category tools covering 525+ actions, plus a YAML flow engine for multi-step workflows.2,850 npm383MIT
TDQS
Scored across 127 tools
Many tools are clearly distinct, but there are clusters that could cause misselection: run_stat_command overlaps with execute_console_command, build_cook_run and package_project both package the project, and reset_niagara_system vs reinit_niagara_system are similar. Descriptions help clarify, but the volume of tools increases ambiguity.
Most tools follow a verb_noun pattern, but there are notable deviations: sc_ prefix for source control (sc_status vs source control), run_* vs execute_* for similar actions, and inconsistent granularity like build_target vs build_cook_run vs package_project. Still readable, but not a clean consistent scheme.
127 tools is extremely excessive for any MCP server, even for a complex engine like Unreal. This volume overwhelms agents and makes tool selection costly. A more focused set of 30-40 tools would likely cover the same workflows.
The toolset covers an impressive breadth of Unreal workflows: asset management, actor manipulation, blueprints, materials, animation, Niagara, build automation, testing, source control, profiling, and world partition. Minor gaps exist (e.g., explicit level save/manage), but overall the surface is remarkably complete for its scope.