Unreal Engine MCP
This server enables AI agents to automate Unreal Engine 5 through 72+ tools covering the entire game development lifecycle.
Project & Engine Management: List engine installations and templates; create, find, and inspect projects; enable/disable plugins; configure project settings.
Editor Control: Open/close/monitor the editor; save levels; read logs; execute Python and console commands.
C++ Development: Generate C++ classes with properties and replication boilerplate; perform full builds or Live Coding; manage build processes.
Game Packaging: Start and monitor the packaging process into standalone executables.
Asset Management: Import 3D models (glTF, FBX) and audio; list, search, delete, rename, duplicate assets; create folders; download CC0 assets from Poly Haven, ambientCG, Kenney, and URLs.
Level Building: Create/open levels; spawn, transform, attach/detach, and delete actors; list actors and components; set properties.
Blueprints: Create Blueprints from any parent class; add components and variables; set class defaults; compile; reparent to C++ classes.
Materials: Create PBR material graphs and material instances; assign materials to actors.
Audio: Import sounds; create MetaSound sources and Sound Cues.
Networking: Configure Blueprint replication; set up multi-client Play In Editor sessions; start/stop PIE.
Rendering: Capture editor viewport screenshots; render Level Sequences via Movie Render Queue.
Camera & Viewport: Get/set camera position; focus on actors; capture screenshots for visual feedback.
Allows AI agents to drive Unreal Engine 5, including creating projects, importing assets, building levels and Blueprints, configuring replication, compiling C++, running Play In Editor, and packaging the game.
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 MCPCreate a new third-person project with starter content"
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
An MCP server that lets an AI agent drive Unreal Engine 5: create projects, import assets, build levels and Blueprints, configure replication, compile C++, run Play In Editor and package the game.
No C++ plugin to compile. It uses two plugins that already ship with the engine — Python Editor Script Plugin and Remote Control API — and talks to the editor over local HTTP.
┌─ LOCAL layer ── processes + public HTTP
│ UnrealEditor.exe, UnrealBuildTool, RunUAT, asset downloads
Agent ──stdio──▶ MCP │
└─ EDITOR layer ── HTTP :30010 (Remote Control API)
└─ ExecutePythonCommandEx → running editorThe local layer exists because the Remote Control API only works against an editor that is already running: creating a project, launching it, compiling and packaging all have to happen at the process level.
162 tools and 5 resources — full reference
435 tests, none of which need Unreal installed
Unreal automation notes — the API traps found the hard way
Requirements
Unreal Engine 5.0 or newer (developed and tested against 5.8 — see version compatibility)
Python 3.10+
Windows, Linux or macOS. Development happens on Windows, which is where the local layer is exercised most; the Linux and macOS paths (
Build.sh,RunUAT.sh,pgrep) are implemented and covered by CI, but less battle-tested. The editor layer is platform-neutral.
Unreal version compatibility
The server detects what the running engine supports at startup of each call —
ue_status reports it under capabilities — and fails with an explicit
message instead of a cryptic Python error when a feature is missing:
Feature | Works on |
Actors, levels, spawn/transform, PIE, project settings, build & packaging, Sound Cues | 5.0+ |
Blueprint creation, components ( | 5.0+ |
Materials, material instances, screenshots, C++ class generation | 5.0+ |
glTF/ | 5.2+ (earlier: enable the glTF Importer plugin; the tool tells you when that is the problem) |
Blueprint member variables + per-variable replication ( | 5.4+ (no Python API before that — the tool says so explicitly) |
MetaSounds | any 5.x with the MetaSound plugin enabled |
Custom engine builds are fine: detection is based on the actual Python API surface, not on the version number.
Related MCP server: Hayba
Install
pip install unreal-engine-mcpOr run it without installing anything, if you have uv:
uvx unreal-engine-mcpOr from source, to hack on it:
git clone https://github.com/FFZackFair92/unreal-engine-mcp.git
cd unreal-engine-mcp
pip install -e .Connect it to your client
The server speaks standard MCP over stdio, so any MCP-capable client works — Claude, Cursor, VS Code, Windsurf, OpenAI Codex, custom agents. The command is always the same; only where the config lives differs.
Claude Desktop / Cowork
Settings ▸ Developer ▸ Edit Config, then add to mcpServers:
{
"mcpServers": {
"unreal-mcp": {
"command": "python",
"args": ["-m", "unreal_mcp.server"],
"env": { "UE_MCP_PORT": "30010" }
}
}
}Claude Code
claude mcp add unreal-mcp -- python -m unreal_mcp.serverCursor
~/.cursor/mcp.json (global) or .cursor/mcp.json in the project — same JSON
shape as Claude Desktop (mcpServers root key).
VS Code (Copilot agent mode)
.vscode/mcp.json — note the root key is servers here:
{
"servers": {
"unreal-mcp": { "type": "stdio", "command": "python", "args": ["-m", "unreal_mcp.server"] }
}
}Windsurf
~/.codeium/windsurf/mcp_config.json — same mcpServers shape as Claude Desktop.
OpenAI Codex CLI
~/.codex/config.toml:
[mcp_servers.unreal-mcp]
command = "python"
args = ["-m", "unreal_mcp.server"]OpenAI Agents SDK (custom agents)
from agents.mcp import MCPServerStdio
unreal = MCPServerStdio(params={"command": "python", "args": ["-m", "unreal_mcp.server"]})Restart the client completely after editing its config. In every case python
must be the interpreter where you ran pip install -e . — use an absolute path
if in doubt.
Note: ChatGPT's connector UI only accepts remote MCP servers. This server is stdio/local by design (it drives processes on your machine), so use it from clients with stdio support — the ones above — or wrap it with an MCP proxy if you really need HTTP.
Set up the Unreal side
Starter project — zero setup, zero builds
Copy StarterProject/ wherever you like and open the
.uproject with any UE 5.0+: plugins enabled, security config in place, web
server auto-started. Being Blueprint-only with engine plugins, there is
nothing to compile — unlike starters that bundle a C++ plugin.
New project — nothing to do by hand
Ask the agent to run ue_project_create. It writes the .uproject with the
required plugins enabled, the security flags Remote Control needs, and an
init_unreal.py that starts the web server on every editor launch.
ue_engine_list → ue_project_create → ue_editor_open → ue_statusExisting project — two steps
Enable the plugin:
Edit ▸ Plugins→ Python Editor Script Plugin. Restart when prompted.Tick one box:
Edit ▸ Project Settings→ search Python → check Enable Remote Execution.
That is the whole setup. The server discovers the editor over the engine's own Python remote execution channel — no config file, no HTTP port.
The native channel finds the editor with a UDP multicast ping on the local
machine. That is the easy path, but it does not cross a subnet, and some
corporate networks and VPN adapters swallow multicast entirely. In those cases
— or with the editor on another machine — use the Remote Control API
instead, with UE_MCP_TRANSPORT=remotecontrol.
Enable the plugins: Python Editor Script Plugin and Remote Control API. Restart when prompted.
Allow remote Python. Create
Config/DefaultRemoteControl.ini:[/Script/RemoteControlCommon.RemoteControlSettings] bAutoStartWebServer=True bAutoStartWebSocketServer=True RemoteControlHttpServerPort=30010 bEnableRemotePythonExecution=True bAllowAnyRemoteFunctionCall=False +CustomAllowedRemoteFunctionCalls=(ClassPath="/Script/PythonScriptPlugin.PythonScriptLibrary") bAllowConsoleCommandRemoteExecution=FalseThese are two separate gates — one unlocks the object, the other the function call — and they fail with different errors.
DefaultEngine.iniis the wrong file:URemoteControlSettingsis declaredUCLASS(config = RemoteControl). Restart the editor.On engines that predate some of these keys they are simply ignored — older versions did not gate those calls in the first place.
The server listens on
127.0.0.1only, so remote Python execution is not reachable from outside the machine.What the server can do once connected, and how to open it up safely if you really need to reach the editor from another machine, is in SECURITY.md.
bAllowConsoleCommandRemoteExecutionstays off. It enablesExecuteConsoleCommandthrough the web API, which this server never calls — the console commands it does need (LiveCoding.Compile,WebControl.StartServer,HighResShot) are issued from inside Python viaunreal.SystemLibrary.execute_console_commandand do not go through that gate. Older versions of this project set it toTrue; existing projects can flip it toFalsewithout losing anything.Check it: open
http://127.0.0.1:30010/remote/infoin a browser. JSON back means you are connected.
Which transport is in use
ue_status reports it. By default (UE_MCP_TRANSPORT=auto) the server tries
the native channel first and falls back to HTTP, so a project set up either way
just works. Set pyremote or remotecontrol to pin one.
What it can do
Area | Highlights |
Projects | Find engine installs, create projects from a spec, manage plugins |
Editor lifecycle | Open (waiting for the bridge), status, clean shutdown |
C++ | Generate compilable classes with the boilerplate written correctly, then reparent Blueprints onto them |
Build | Compile C++ in the background; |
Package |
|
Assets | Import |
Levels | Create and open levels, spawn/move/delete actors, batch spawn, set properties on placed actors |
Materials | Build material graphs, wire PBR textures, material instances, assign to actors |
Blueprints | Create, add components, typed variables with replication, class defaults, reparent, compile |
Networking | Replication flags, multi-client PIE, project settings |
Audio | Import wavs, MetaSound sources, Sound Cues |
Free assets | Poly Haven, ambientCG and Kenney downloads (all CC0), plus any direct URL |
Feedback |
|
Full parameter list in docs/TOOLS.md.
Working around the Blueprint graph limit
Blueprint node graphs cannot be authored from Python. EdGraph.Nodes is
protected, pins are not exposed and there is no linking API — this is a hard
limit of the engine, not of this server. Details in
docs/UNREAL-NOTES.md.
What works instead: put the logic in a C++ parent class. The Blueprint stays the container for components and tweakable values; the behaviour is inherited.
ue_cpp_class_create # writes the class, and the whole C++ module if the
# project was Blueprint-only
ue_editor_close
ue_build_start # poll ue_build_status until running=false
ue_editor_open
ue_reparent_blueprint # the Blueprint now inherits the behaviourBlueprint variables whose names match a UPROPERTY on the new parent are
absorbed by it, so values set in the editor survive the move. Functions marked
BlueprintCallable become callable from the graph — an agent can build the
vocabulary the designer then wires up by hand.
Material graphs, unlike Blueprint graphs, are fully scriptable:
ue_create_material really does create and connect the nodes.
Other limits
Compiling C++ needs the editor closed, unless the change only touches function bodies — then
ue_live_compileworks with it open.Packaging always needs the editor closed: the build step rewrites the DLLs the editor holds in memory.
Feature availability varies with the engine version — see the compatibility table;
ue_statusreports what the running engine supports.Fab/Marketplace content has no public API. Those tools shell out to the community client
legendary.
Configuration
Variable | Default | Purpose |
|
|
|
|
| Remote Control endpoint |
|
| Per-call timeout in seconds |
| — | Which project to drive when several editors are open |
|
| Discovery endpoint for the native channel |
|
| Interface the discovery ping goes out of — set it when several adapters (VPN, WSL, Hyper-V) hide the editor |
|
| Keeps discovery on this machine. Raising it exposes arbitrary code execution to the network |
| — | Extra folders to search for engine installs |
|
| Where downloaded assets land |
| 4 GiB | Per-file download cap |
If the engine sits somewhere unusual, you can also drop an mcp_engine.txt next
to the .uproject containing its path, or pass engine_root explicitly.
Development
The test suite runs without Unreal installed: tests/fake_unreal.py stands
in for the unreal module and tests/fake_server.py emulates the Remote Control
API while actually executing the generated snippets — so the whole chain
tool → snippet → harness → result is covered.
pip install -e ".[dev]"
pytest -qAdding a tool: a reusable helper in src/unreal_mcp/ue_side.py (editor side),
an @mcp.tool() function in server.py, and a test in tests/. See
CONTRIBUTING.md for the conventions worth knowing.
ue_side.py is installed into the running editor as a module and keyed by a
hash of its source, so editor-side changes take effect on the next call without
restarting the server — and every other call is just a small snippet that
imports it. Changes to server.py or local.py need a client restart.
Troubleshooting
Symptom | Cause |
| Editor closed, or the web server never started → console: |
| Missing |
| Missing |
| Remote Control API plugin not enabled |
| Python Editor Script Plugin not enabled |
|
|
| Set |
|
|
Licence
MIT — see LICENSE.
References
Maintenance
Resources
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Looking for Admin?
If you are the server author, to access and configure the admin panel.
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