Unreal Engine MCP Server
Enables comprehensive control of Unreal Engine through a native C++ bridge, allowing for asset management, actor manipulation, level editing, animation control, and sequencer automation.
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 Serverspawn a Point Light at my current location and set the intensity to 5000"
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
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, World Partition, data layers |
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
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
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
Node.js 18+
Unreal Engine 5.0–5.7
Step 1: Install MCP Server
Option A: NPX (Recommended)
npx unreal-engine-mcp-serverOption B: Clone & 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.
Method 1: Copy Folder
Copy: Unreal_mcp/plugins/McpAutomationBridge/
To: YourUnrealProject/Plugins/McpAutomationBridge/Regenerate project files after copying.
Method 2: Add in Editor
Open Unreal Editor → Edit → Plugins
Click "Add" → Browse to
Unreal_mcp/plugins/Select the
McpAutomationBridgefolder
Video Guide:
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
⚠️ First-Time Project Open: When opening the project directly (double-click
.uproject) for the first time, UE will prompt "Would you like to rebuild them now?" for missing modules. Click Yes to rebuild. After the rebuild completes, you may still see: "Plugin 'McpAutomationBridge' failed to load because module could not be loaded." This is expected — UE rebuilds successfully but doesn't reload the plugin in the same session. Simply close and reopen the project and the plugin will load correctly. Alternatively, build via Visual Studio first to avoid this.
Step 3: Enable Required Plugins
Enable via Edit → Plugins, then restart the editor.
Plugin | Required For |
MCP Automation Bridge | All automation operations |
Editor Scripting Utilities | Asset/Actor subsystem operations |
Niagara | Visual effects and particle systems |
Plugin | Required For |
Level Sequence Editor |
|
Control Rig |
|
GeometryScripting |
|
Behavior Tree Editor |
|
Niagara Editor | Niagara authoring |
Environment Query Editor | AI/EQS operations |
Gameplay Abilities |
|
MetaSound |
|
StateTree |
|
Smart Objects | AI smart object operations |
Enhanced Input |
|
Chaos Cloth | Cloth simulation |
Interchange | Asset import/export |
Data Validation | Data validation |
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.
Step 4: Configure MCP Client
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_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000LAN 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.
Available Tools
36 MCP tools with action-based dispatch for comprehensive Unreal Engine automation.
Tool | Description |
| Assets, Materials, Render Targets, Behavior Trees |
| Spawn, delete, transform, physics, tags |
| PIE, Camera, viewport, screenshots |
| Load/Save, World Partition, streaming |
| UBT, Tests, Logs, Project Settings, CVars |
| Object Introspection |
| Build automation, UBT compilation, status checks |
| Dynamic tool management (enable/disable at runtime) |
Tool | Description |
| Spawn lights, GI, shadows, build lighting, list_light_types |
| Level creation, sublevels, World Partition, data layers, HLOD |
| Trigger volumes, blocking, physics, audio, navigation volumes |
| NavMesh settings, nav modifiers, nav links, smart links, pathfinding |
| Landscape, Foliage, Procedural |
| Spline creation, spline mesh deformation |
Tool | Description |
| Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces |
| Skeleton, sockets, physics assets, cloth binding |
| Procedural mesh creation (Geometry Script) |
Tool | Description |
| Niagara, Particles, Debug Shapes, GPU simulations |
| Material creation, expressions, landscape layers |
| Texture creation, modification, compression settings |
| Create, SCS, Graph Editing, Node manipulation |
| Sequencer / Cinematics, list_track_types |
| Profiling, optimization, scalability |
Tool | Description |
| Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
| Enhanced Input Actions & Contexts |
Tool | Description |
| Behavior Tree Graph Editing |
| AI controllers, EQS, perception, State Trees, Smart Objects |
| Gameplay Ability System: abilities, effects, attributes |
| Character creation, movement, advanced locomotion |
| Weapons, projectiles, damage, melee combat |
| Items, equipment, loot tables, crafting |
| Interactables, destructibles, triggers |
| UMG widget creation, layout, styling, animations |
Tool | Description |
| Replication, RPCs, network prediction |
| Game modes, game states, player controllers, match flow |
| Sessions, split-screen, LAN, voice chat |
Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees
GraphQL API
Optional GraphQL endpoint for complex queries. Disabled by default.
GRAPHQL_ENABLED=true
GRAPHQL_PORT=4000See GraphQL API Documentation.
Docker
docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcpDocumentation
Document | Description |
TypeScript to C++ routing | |
Query and mutation reference | |
C++ plugin architecture | |
How to run and write tests | |
Development phases |
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 development progress across 47 phases | |
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
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