unreal-animation-mcp
Provides tools for inspecting, editing, and searching animation data (sequences, montages, blend spaces, animation blueprints, skeletons, and skeletal meshes) in a running Unreal Engine editor, enabling AI agents to manage animation assets programmatically.
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-animation-mcplist all animation sequences in the project"
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-animation-mcp
Animation data inspector and editor for Unreal Engine AI development via Model Context Protocol.
Inspect, search, and edit animation sequences, montages, blend spaces, animation blueprints, skeletons, and skeletal meshes — 62 tools total.
Why?
Animation data in Unreal is deeply nested and spread across many asset types — sequences hold notifies, curves, and bone tracks; montages add sections and slots on top; blend spaces map animations to parameter grids; and Animation Blueprints wire it all together through state machines, transitions, and blend nodes. AI agents can't see any of this from C++ alone. This server exposes the full animation stack as structured data so agents can inspect, search, audit, and edit animation assets alongside the rest of your project.
Complements (does not replace):
unreal-source-mcp — Engine-level source intelligence (full UE C++ and HLSL)
unreal-project-mcp — Project-level source intelligence (your C++ code)
unreal-editor-mcp — Build diagnostics and editor log tools (Live Coding, error parsing, log search)
unreal-blueprint-mcp — Blueprint graph reading (nodes, pins, connections, execution flow)
unreal-blueprint-reader — C++ editor plugin that serializes Blueprint graphs to JSON for AI tooling
unreal-material-mcp — Material graph intelligence and editing (expressions, connections, parameters, instances, graph manipulation)
unreal-config-mcp — Config/INI intelligence (resolve inheritance chains, search settings, diff from defaults, explain CVars)
unreal-niagara-mcp — Niagara VFX intelligence and editing (emitters, modules, HLSL generation, procedural creation, 70 tools)
unreal-api-mcp by Nico Bailon — API surface lookup (signatures, #include paths, deprecation warnings)
Together these servers give AI agents full-stack UE understanding: engine internals, API surface, your project code, build/runtime feedback, Blueprint graph data, config/INI intelligence, material graph inspection + editing, animation data inspection + editing, and Niagara VFX inspection + creation.
Related MCP server: UnrealEngine Bridge
Prerequisites
AnimationMCPReader plugin installed in your UE project (unreal-animation-reader) — required for C++-backed tools (montage sections, blendspace samples, ABP state machines/transitions/blend nodes, notify time/duration, bone track keys)
Python Remote Execution enabled in the editor: Edit > Project Settings > search "remote" > under Python Remote Execution, check "Enable Remote Execution?"
Quick Start
Install from GitHub
uvx --from git+https://github.com/tumourlove/unreal-animation-mcp.git unreal-animation-mcpClaude Code Configuration
Add to your project's .mcp.json:
{
"mcpServers": {
"unreal-animation": {
"command": "uvx",
"args": ["--from", "git+https://github.com/tumourlove/unreal-animation-mcp.git", "unreal-animation-mcp"],
"env": {
"UE_PROJECT_PATH": "D:/Unreal Projects/YourProject"
}
}
}
}Environment Variables
Variable | Required | Description |
| Yes | Path to the UE project root (containing the .uproject file) |
| No | TCP port for editor Python commands (default: |
| No | UDP multicast group for editor discovery (default: |
| No | UDP multicast port for editor discovery (default: |
| No | Local interface to bind multicast listener (default: |
How It Works
Editor Discovery — Discovers the running UE editor via UDP multicast (the same protocol as UE's built-in
remote_execution.py). Opens a TCP command channel to execute Python in the editor.Helper Upload — Uploads
animation_helpers.pyto{project}/Saved/AnimationMCP/on first use. The helper module wrapsunreal.AnimationLibraryand related APIs for inspection, editing, and search operations.Plugin Bridge — For advanced operations, sends Python commands that call
AnimationMCPReaderLibrarystatic functions from the companion C++ plugin. The plugin serializes animation graph data to JSON strings.Serving — FastMCP server exposes 62 tools over stdio. Claude Code manages the server lifecycle automatically.
No database, no indexing — all data comes live from the running editor. The server is stateless; animation data is read on demand from whatever assets are loaded.
Adding to Your Project's CLAUDE.md
## Animation Data (unreal-animation MCP)
Use `unreal-animation` MCP tools to inspect, edit, and search animation data —
sequences, montages, blend spaces, ABPs, skeletons, and meshes. Requires
**AnimationMCPReader** plugin and **Python Remote Execution** enabled in editor.
| Category | Tools | When |
|----------|-------|------|
| Sequence Inspect | `get_anim_sequence_info`, `get_anim_notifies`, `get_anim_curves`, `get_bone_tracks` | Understand an animation's properties, notifies, curves, bone data |
| Montage Inspect | `get_montage_info`, `get_montage_sections`, `get_montage_slots` | Read montage structure, sections, slot assignments |
| BlendSpace | `get_blendspace_info`, `get_blendspace_samples` | Read blend space parameters and sample points |
| ABP Inspect | `get_abp_info`, `get_abp_state_machines`, `get_abp_transitions` | Read AnimBP graph structure, state machines, transitions |
| Notify Edit | `add_notify`, `add_notify_state`, `remove_notifies`, `set_notify_time` | Add/remove/move animation notifies |
| Montage Edit | `add_montage_section`, `set_section_next`, `set_montage_blend` | Edit montage sections and blend settings |
| Search | `search_animations`, `search_by_notify`, `audit_notifies` | Find animations by type/folder, audit notify usage |
**Asset paths (no extension):**
- Project `Content/`: `/Game/Path/To/Asset`
- Project `Plugins/`: `/PluginName/Path/To/Asset`
- Engine plugins: `/PluginName/Path/To/Asset`Tools (62)
Inspection (23)
AnimSequence:
get_anim_sequence_info,get_anim_notifies,get_anim_curves,get_bone_tracks,get_bone_pose_at_time,get_sync_markersAnimMontage:
get_montage_info,get_montage_sections,get_montage_slotsBlendSpace:
get_blendspace_info,get_blendspace_samplesSkeleton/Mesh:
get_skeleton_info,get_skeletal_mesh_infoAnimBlueprint:
get_abp_info,get_abp_graphs,get_abp_nodes,get_abp_asset_overrides,get_abp_state_machines,get_abp_state_info,get_abp_transitions,get_abp_blend_nodes,get_abp_linked_layers
Editing (31)
Notifies:
add_notify,add_notify_state,remove_notifies,add_notify_track,remove_notify_track,set_notify_time,set_notify_durationCurves:
add_curve,add_curve_keys,remove_curveSync Markers:
add_sync_marker,remove_sync_markersProperties:
set_root_motion,set_rate_scale,set_additive_typeVirtual Bones:
add_virtual_bone,remove_virtual_bonesMontage:
set_montage_blend,add_montage_section,delete_montage_section,set_section_next,set_section_timeBlendSpace:
add_blendspace_sample,edit_blendspace_sample,delete_blendspace_sampleBone Tracks:
add_bone_track,remove_bone_track,set_bone_track_keysMisc:
copy_notifies,add_meta_data,remove_meta_data
Search & Analysis (8)
search_animations,search_by_notify,search_by_curve,search_by_slotaudit_notifies,audit_blendspace,compare_animations,get_animation_summary
Development
# Clone and install
git clone https://github.com/tumourlove/unreal-animation-mcp.git
cd unreal-animation-mcp
uv sync
# Run tests
uv run pytest -v
# Run server locally
uv run unreal-animation-mcpRequirements
Python 3.11+
uv (recommended) or pip
Unreal Engine 5.x with Python plugin and Remote Execution enabled
AnimationMCPReader C++ plugin
License
MIT
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