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README

Unreal Engine MCP Server

License: MIT NPM Package MCP SDK Unreal Engine MCP Registry Project Board Discussions

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, lighting
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
  • Dual Transport — Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge
  • 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
  • Capability Token Auth — Optional token-based authentication for both WS and HTTP transports
  • 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

  • Unreal Engine 5.0–5.8 (5.8 preview validated)

Choose your transport: - Option A: Native MCP (recommended) — no additional dependencies - Option B: TypeScript Bridge — requires Node.js 18+

Step 1: Install MCP Server (Option B only — skip for Native MCP)

Skip this step if using Option A: Native MCP Transport (Step 4A below).

NPX (Recommended):

npx unreal-engine-mcp-server

Clone & Build:

git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js

Step 2: Install Unreal Plugin

The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.

From source (requires a project with code target)

Your project must have a code target (.sln or .xcworkspace). Blueprint-only projects cannot compile native plugins — to convert, add any class via Tools > New C++ Class in the editor.

Method 1: Copy Folder

Copy:  Unreal_mcp/plugins/McpAutomationBridge/
To:    YourUnrealProject/Plugins/McpAutomationBridge/

Method 2: External Plugin Directory (no copy needed) 1. Open Unreal Editor → Edit → Plugins 2. Click Plugin Directories (bottom-left) 3. In Additional Plugin Directories, add the path to Unreal_mcp/plugins/ 4. Restart the editor — the plugin will be picked up from the external location

This saves the path in your .uproject file so the plugin stays linked without copying.

The plugin compiles automatically when you open the project — UE detects the .uplugin + Source/ and runs UnrealBuildTool.

Video Guide:

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

⚠️ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" — click Yes. If instead you see "Missing Modules — McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." — open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.

Pre-built (works with any project, including Blueprint-only)

Build the plugin once, then distribute the compiled binaries — no IDE or compilation needed on the target machine.

1. Build:

# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6

# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6

This produces a zip like McpAutomationBridge-v0.5.30-UE5.6-Mac.zip.

2. Install: unzip into YourProject/Plugins/ and open the project. That's it — no compilation step.

Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5, 5.7, or 5.8.

Step 3: Enable Required Plugins

Enable via Edit → Plugins, then restart the editor.

Core Plugins (Required)

Plugin Required For
MCP Automation Bridge All automation operations
Editor Scripting Utilities Asset/Actor subsystem operations
Niagara Visual effects and particle systems

Optional Plugins (Auto-enabled)

Plugin Required For
Level Sequence Editor manage_sequence operations
Control Rig animation_physics operations
GeometryScripting manage_geometry operations
Behavior Tree Editor manage_ai Behavior Tree operations
Niagara Editor Niagara authoring
Environment Query Editor AI/EQS operations
Gameplay Abilities manage_gas operations
MetaSound manage_audio MetaSound authoring
StateTree manage_ai State Tree operations
Smart Objects AI smart object operations
Enhanced Input manage_networking input mapping operations
Chaos Cloth Cloth simulation
Interchange Asset import/export
Data Validation Data validation
PCG manage_pcg graph authoring and execution
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

Option A: Native MCP Transport (Direct HTTP — no bridge needed)

The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP — no TypeScript bridge, no Node.js, no npm.

Enable in Unreal: 1. Edit > Project Settings > Plugins > MCP Automation Bridge 2. Check Enable Native MCP 3. Set port (default: 3000) 4. Optionally set Native MCP Instructions for project-specific guidance 5. Restart the editor

Configure your MCP client to use Streamable HTTP transport at:

http://localhost:3000/mcp

Claude Code:

claude mcp add unreal-engine --transport http http://localhost:3000/mcp

Or manually in ~/.claude/settings.json or project .mcp.json:

{
  "mcpServers": {
    "unreal-engine": {
      "type": "url",
      "url": "http://localhost:3000/mcp"
    }
  }
}

Cursor (.cursor/mcp.json):

{
  "mcpServers": {
    "unreal-engine": {
      "url": "http://localhost:3000/mcp"
    }
  }
}

Verify it works: - Status bar — look for ● MCP :3000 (2) in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings. - Output Log — filter by LogMcpNativeTransport to see connections, tool calls, and session activity: LogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1) LogMcpNativeTransport: tools/call: inspect (RequestId=...) LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)

Features: - SSE streaming for real-time progress during long operations - Multiple concurrent sessions (Cursor + Claude Code + others simultaneously) - Dynamic tool management — core tools load by default, enable more via manage_tools - Python execution via execute_python action (inline code or .py files) - Capability token authentication — enable in project settings for network security

Option B: TypeScript Bridge (stdio — classic setup)

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_CONNECTION_TIMEOUT_MS=5000
MCP_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000

# Optional Prometheus metrics endpoint
# Loopback-only by default. Non-loopback metrics requires both explicit opt-in and a token.
# MCP_METRICS_PORT=9100
# MCP_METRICS_HOST=127.0.0.1
# MCP_METRICS_ALLOW_NON_LOOPBACK=false
# MCP_METRICS_TOKEN=change-me

# Custom content mount points (comma-separated)
# Plugins with CanContainContent register mount points beyond /Game/.
# MCP_ADDITIONAL_PATH_PREFIXES=/ProjectObject/,/ProjectAnimation/

LAN 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=0.0.0.0

Unreal Engine Plugin: 1. Go to Edit → Project Settings → Plugins → MCP Automation Bridge 2. Under Security, enable "Allow Non Loopback" 3. Under Connection, set "Listen Host" to 0.0.0.0 4. Restart the editor

⚠️ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules. Enable capability token authentication (Require Capability Token in project settings) to prevent unauthorized access when using LAN mode.


Available Tools

23 exposed MCP tools in broad all-tools mode. Related actions live directly on their parent tools so clients load less context without losing capabilities.

Core Tools

Tool Description
manage_asset Assets, Materials, Render Targets, Behavior Trees
manage_blueprint Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations
control_actor Spawn, delete, transform, physics, tags
control_editor PIE, Camera, viewport, screenshots
manage_level Load/save, streaming, lighting
system_control UBT, Tests, Logs, Project Settings, CVars, Python Execution
inspect Object Introspection
manage_tools Dynamic tool management (enable/disable at runtime)

World Building

Tool Description
build_environment Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences
manage_level_structure Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes
manage_geometry Procedural mesh creation and editing with Geometry Script
manage_pcg PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings

Gameplay Systems

Tool Description
animation_physics Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK
manage_effect Niagara, particles, debug shapes, GPU simulations
manage_gas Gameplay Ability System: abilities, effects, attributes
manage_character Character creation, movement, advanced locomotion
manage_combat Weapons, projectiles, damage, melee combat
manage_ai AI contr

Extension points exported contracts — how you extend this code

Core symbols most depended-on inside this repo

Shape

Function 1,372
Method 920
Class 205
Interface 123
Enum 5

Languages

C++62%
TypeScript37%
C#1%

Modules by API surface

plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_GeometryHandlers.cpp102 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_ControlHandlers.cpp82 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_EnvironmentHandlers.cpp69 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridgeHelpers.h57 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_BlueprintHandlers.cpp51 symbols
tests/test-runner.mjs46 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpBridgeWebSocket.cpp45 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_AssetWorkflowHandlers.cpp45 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_VolumeHandlers.cpp43 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_SplineHandlers.cpp43 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_SkeletonHandlers.cpp37 symbols
plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/McpAutomationBridge_PCGHandlers.cpp35 symbols

For agents

$ claude mcp add Unreal_mcp \
  -- python -m otcore.mcp_server <graph>

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