ai.smithery/ChiR24-unreal_mcp_server MCP Server
ai.smithery/ChiR24-unreal_mcp_server
AI-powered Unreal Engine control via MCP—automate assets, actors, levels, and effects through native C++ automation.
What is the ai.smithery/ChiR24-unreal_mcp_server MCP server?
The Unreal Engine MCP Server is a comprehensive Model Context Protocol server that enables AI assistants to control Unreal Engine 5.0–5.8 through a native C++ Automation Bridge plugin. It exposes 23 MCP tools for asset management, actor control, level design, animation, visual effects, sequencer, audio, and system operations, with support for both native HTTP/SSE and TypeScript bridge transports.
This MCP server bridges AI assistants directly into Unreal Engine, allowing you to automate complex workflows like asset creation, actor spawning, level streaming, particle effects, cinematics, and AI behavior trees. It includes a native plugin that compiles into your project and communicates via HTTP or WebSocket, with optional token-based authentication and support for Python execution within the editor.
How to install ai.smithery/ChiR24-unreal_mcp_server
Copy-paste configuration for popular MCP clients.
AuthorizationBearer token for Smithery authentication
{
"mcpServers": {
"ChiR24-unreal_mcp_server": {
"url": "https://server.smithery.ai/@ChiR24/unreal_mcp_server/mcp"
}
}
}{
"mcpServers": {
"ChiR24-unreal_mcp_server": {
"serverUrl": "https://server.smithery.ai/@ChiR24/unreal_mcp_server/mcp"
}
}
}{
"servers": {
"ChiR24-unreal_mcp_server": {
"type": "http",
"url": "https://server.smithery.ai/@ChiR24/unreal_mcp_server/mcp"
}
}
}{
"mcpServers": {
"ChiR24-unreal_mcp_server": {
"command": "npx",
"args": [
"-y",
"mcp-remote",
"https://server.smithery.ai/@ChiR24/unreal_mcp_server/mcp"
]
}
}
}claude mcp add --transport http ChiR24-unreal_mcp_server https://server.smithery.ai/@ChiR24/unreal_mcp_server/mcpTools & capabilities
Tools this server exposes to the agent.
manage_asset— Browse, import, duplicate, rename, delete assets; create materials and render targetsmanage_blueprint— Edit blueprints, SCS components, graph editing, UMG widgets, layout, bindings, and animationscontrol_actor— Spawn, delete, transform, apply physics, manage tags and componentscontrol_editor— Control PIE sessions, camera, viewport, screenshots, and bookmarksmanage_level— Load/save levels, manage streaming, control lightingsystem_control— Execute console commands, UBT, tests, logs, project settings, CVars, and Python codeinspect— Object introspection and runtime type discoverymanage_tools— Dynamic tool management—enable/disable tools at runtimebuild_environment— Create landscapes, foliage, procedural terrain, spline roads/rivers/fences, and lightingmanage_level_structure— Manage levels, sublevels, World Partition, streaming, data layers, HLOD, and volumesmanage_geometry— Procedural mesh creation and editing with Geometry Scriptmanage_pcg— PCG graph assets, subgraphs, nodes, pin connections, execution, and partition grid settingsanimation_physics— Animation blueprints, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, and IKmanage_effect— Niagara particles, GPU simulations, procedural effects, and debug shapesmanage_gas— Gameplay Ability System: abilities, effects, and attributesmanage_character— Character creation, movement, and advanced locomotionmanage_combat— Weapons, projectiles, damage, and melee combat systemsmanage_ai— AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, and pathfindingmanage_inventory— Items, equipment, loot tables, and crafting systemsmanage_interaction— Interactables, destructibles, and triggers
Use cases
- Automate asset creation and material generation for large-scale level design
- Spawn and configure actors with physics, tags, and components via AI commands
- Build cinematics and camera animations using the Sequencer tool
- Create particle effects and visual simulations with Niagara and GPU simulations
- Design AI behavior trees, perception systems, and navigation meshes for game logic
ai.smithery/ChiR24-unreal_mcp_server MCP server FAQ
It's an MCP server that connects AI assistants to Unreal Engine 5.0–5.8 via a native C++ plugin. It exposes 23 tools for automating asset management, actor control, level design, animation, effects, audio, and more.
Yes, the Unreal Engine MCP Server is open-source under the MIT license.
Two options: (A) Use the native MCP transport—enable it in Unreal's project settings and point your client to http://localhost:3000/mcp. (B) Use the TypeScript bridge—install via npx or clone the repo, then add the command to your .mcp.json or settings.json with the UE_PROJECT_PATH environment variable.
Only if using the TypeScript bridge (Option B). The native MCP transport (Option A, recommended) runs directly in the Unreal plugin with no external dependencies.
Optional capability token-based authentication for both HTTP and WebSocket transports. Enable it in project settings under Security > Require Capability Token.
Unreal Engine 5.0 through 5.8 (5.8 preview validated). Your project must have a code target to compile the plugin; blueprint-only projects can use pre-built binaries.
README (reference)
Source of truth, from the repository.
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
- Getting Started
- Configuration
- Available Tools
- Docker
- Documentation
- Community
- Development
- Contributing
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)
- Open Unreal Editor → Edit → Plugins
- Click Plugin Directories (bottom-left)
- In Additional Plugin Directories, add the path to
Unreal_mcp/plugins/ - 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.
<details> <summary><b>Core Plugins (Required)</b></summary>| Plugin | Required For |
|---|---|
| MCP Automation Bridge | All automation operations |
| Python Editor Script Plugin | Python-backed editor automation helpers |
| Editor Scripting Utilities | Asset/Actor subsystem operations |
| Niagara | Visual effects and particle systems |
| Gameplay Abilities | manage_gas operations |
| Smart Objects | AI smart object operations |
| 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 |
| MetaSound | manage_audio MetaSound authoring |
| StateTree | manage_ai State Tree 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 when enabled for the build |
| 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. PCG support is compiled for source projects when the project explicitly enables PCG. Versioned release packages for UE 5.2+ include PCG support.
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:
- Edit > Project Settings > Plugins > MCP Automation Bridge
- Check Enable Native MCP
- Set port (default:
3000) - Optionally set Native MCP Instructions for project-specific guidance
- 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
LogMcpNativeTransportto 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_pythonaction (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:
- Go to Edit → Project Settings → Plugins → MCP Automation Bridge
- Under Security, enable "Allow Non Loopback"
- Under Connection, set "Listen Host" to
0.0.0.0 - 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.
<details> <summary><b>Core Tools</b></summary>| 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) |
| 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 |
| 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 controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding |
manage_inventory | Items, equipment, loot tables, crafting |
manage_interaction | Interactables, destructibles, triggers |
| Tool | Description |
|---|---|
manage_audio | Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
manage_sequence | Sequencer, cinematics, bindings, tracks, playback, keyframes |
manage_networking | Replication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings |
Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees
Docker
docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp
Documentation
| Document | Description |
|---|---|
| Handler Mappings | TypeScript to C++ routing |
| Plugin Extension | C++ plugin architecture |
| Testing Guide | How to run and write tests |
| Roadmap | Development roadmap |
Development
npm run build # Build TypeScript
npm run lint # Run ESLint
npm run test:unit # Run unit tests
npm run test:all # Run all tests
Community
| Resource | Description |
|---|---|
| Project Roadmap | Track roadmap progress and priorities |
| Discussions | Ask questions, share ideas, get help |
| Issues | 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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