io.github.ChiR24/unreal-engine-mcp MCP Server
io.github.ChiR24/unreal-engine-mcp
Control Unreal Engine 5 from Claude or Cursor with 23 tools for assets, actors, VFX, AI, and more.
What is the io.github.ChiR24/unreal-engine-mcp MCP server?
The Unreal Engine MCP server is a Model Context Protocol server that lets AI assistants (like Claude and Cursor) control Unreal Engine 5 through a native C++ Automation Bridge plugin. It exposes 23 tools covering asset management, actor/level control, animation, physics, VFX, sequencer, audio, AI, networking, and system operations for game development automation. It supports both a native HTTP/SSE transport (no bridge needed) and a TypeScript WebSocket bridge for Unreal Engine 5.0–5.8.
This MCP server connects AI coding assistants to Unreal Engine 5 for automating game development tasks. It works via a native C++ plugin (McpAutomationBridge) that can run either a built-in Streamable HTTP server (no Node.js required) or a classic TypeScript stdio bridge over WebSocket. It provides 23 broad tools spanning asset management, actor/level control, world building (landscapes, PCG, geometry scripting), gameplay systems (AI, GAS, combat, inventory, networking), animation/physics, VFX (Niagara), Sequencer cinematics, and audio (Sound Cues/MetaSounds), plus system-level operations like console commands, UBT builds, tests, and Python execution. It includes safety features like dangerous command blocking, capability token authentication, and rate limiting.
How to install io.github.ChiR24/unreal-engine-mcp
Copy-paste configuration for popular MCP clients.
LOG_LEVELLogging level: debug, info, warn, error (default: info)
MCP_ROUTE_STDOUT_LOGSRoute standard output to standard error to avoid protocol corruption (default: true)
UE_PROJECT_PATHAbsolute path to your Unreal .uproject file
UE_EDITOR_EXEPath to UnrealEditor-Cmd.exe (optional)
UE_SCREENSHOT_DIRDirectory to save screenshots (optional)
MCP_AUTOMATION_PORTAutomation bridge WebSocket port (default: 8091)
MCP_AUTOMATION_HOSTAutomation bridge WebSocket host (default: 127.0.0.1). Set to 0.0.0.0 for LAN access (requires MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true)
MCP_AUTOMATION_ALLOW_NON_LOOPBACKSECURITY: Allow binding to non-loopback addresses (e.g., 0.0.0.0) for LAN access. Only enable if you understand the security implications. (default: false)
MCP_AUTOMATION_CLIENT_MODERun as client connecting to UE (false) or server listening for UE (true) (default: false)
MCP_AUTOMATION_USE_TLSUse wss:// for the automation bridge client connection (default: false)
MCP_CONNECTION_TIMEOUT_MSConnection timeout in milliseconds (default: 5000)
MCP_REQUEST_TIMEOUT_MSRequest timeout in milliseconds (default: 30000)
MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTEMax inbound automation bridge messages per minute before disconnect (default: 600)
MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTEMax inbound automation request messages per minute before disconnect (default: 120)
{
"mcpServers": {
"unreal-engine-mcp": {
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
],
"env": {
"LOG_LEVEL": "<YOUR_LOG_LEVEL>",
"MCP_ROUTE_STDOUT_LOGS": "<YOUR_MCP_ROUTE_STDOUT_LOGS>",
"UE_PROJECT_PATH": "<YOUR_UE_PROJECT_PATH>",
"UE_EDITOR_EXE": "<YOUR_UE_EDITOR_EXE>",
"UE_SCREENSHOT_DIR": "<YOUR_UE_SCREENSHOT_DIR>",
"MCP_AUTOMATION_PORT": "<YOUR_MCP_AUTOMATION_PORT>",
"MCP_AUTOMATION_HOST": "<YOUR_MCP_AUTOMATION_HOST>",
"MCP_AUTOMATION_ALLOW_NON_LOOPBACK": "<YOUR_MCP_AUTOMATION_ALLOW_NON_LOOPBACK>",
"MCP_AUTOMATION_CLIENT_MODE": "<YOUR_MCP_AUTOMATION_CLIENT_MODE>",
"MCP_AUTOMATION_USE_TLS": "<YOUR_MCP_AUTOMATION_USE_TLS>",
"MCP_CONNECTION_TIMEOUT_MS": "<YOUR_MCP_CONNECTION_TIMEOUT_MS>",
"MCP_REQUEST_TIMEOUT_MS": "<YOUR_MCP_REQUEST_TIMEOUT_MS>",
"MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE>",
"MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE>"
}
}
}
}{
"mcpServers": {
"unreal-engine-mcp": {
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
],
"env": {
"LOG_LEVEL": "<YOUR_LOG_LEVEL>",
"MCP_ROUTE_STDOUT_LOGS": "<YOUR_MCP_ROUTE_STDOUT_LOGS>",
"UE_PROJECT_PATH": "<YOUR_UE_PROJECT_PATH>",
"UE_EDITOR_EXE": "<YOUR_UE_EDITOR_EXE>",
"UE_SCREENSHOT_DIR": "<YOUR_UE_SCREENSHOT_DIR>",
"MCP_AUTOMATION_PORT": "<YOUR_MCP_AUTOMATION_PORT>",
"MCP_AUTOMATION_HOST": "<YOUR_MCP_AUTOMATION_HOST>",
"MCP_AUTOMATION_ALLOW_NON_LOOPBACK": "<YOUR_MCP_AUTOMATION_ALLOW_NON_LOOPBACK>",
"MCP_AUTOMATION_CLIENT_MODE": "<YOUR_MCP_AUTOMATION_CLIENT_MODE>",
"MCP_AUTOMATION_USE_TLS": "<YOUR_MCP_AUTOMATION_USE_TLS>",
"MCP_CONNECTION_TIMEOUT_MS": "<YOUR_MCP_CONNECTION_TIMEOUT_MS>",
"MCP_REQUEST_TIMEOUT_MS": "<YOUR_MCP_REQUEST_TIMEOUT_MS>",
"MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE>",
"MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE>"
}
}
}
}{
"mcpServers": {
"unreal-engine-mcp": {
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
],
"env": {
"LOG_LEVEL": "<YOUR_LOG_LEVEL>",
"MCP_ROUTE_STDOUT_LOGS": "<YOUR_MCP_ROUTE_STDOUT_LOGS>",
"UE_PROJECT_PATH": "<YOUR_UE_PROJECT_PATH>",
"UE_EDITOR_EXE": "<YOUR_UE_EDITOR_EXE>",
"UE_SCREENSHOT_DIR": "<YOUR_UE_SCREENSHOT_DIR>",
"MCP_AUTOMATION_PORT": "<YOUR_MCP_AUTOMATION_PORT>",
"MCP_AUTOMATION_HOST": "<YOUR_MCP_AUTOMATION_HOST>",
"MCP_AUTOMATION_ALLOW_NON_LOOPBACK": "<YOUR_MCP_AUTOMATION_ALLOW_NON_LOOPBACK>",
"MCP_AUTOMATION_CLIENT_MODE": "<YOUR_MCP_AUTOMATION_CLIENT_MODE>",
"MCP_AUTOMATION_USE_TLS": "<YOUR_MCP_AUTOMATION_USE_TLS>",
"MCP_CONNECTION_TIMEOUT_MS": "<YOUR_MCP_CONNECTION_TIMEOUT_MS>",
"MCP_REQUEST_TIMEOUT_MS": "<YOUR_MCP_REQUEST_TIMEOUT_MS>",
"MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE>",
"MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE>"
}
}
}
}{
"servers": {
"unreal-engine-mcp": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
],
"env": {
"LOG_LEVEL": "<YOUR_LOG_LEVEL>",
"MCP_ROUTE_STDOUT_LOGS": "<YOUR_MCP_ROUTE_STDOUT_LOGS>",
"UE_PROJECT_PATH": "<YOUR_UE_PROJECT_PATH>",
"UE_EDITOR_EXE": "<YOUR_UE_EDITOR_EXE>",
"UE_SCREENSHOT_DIR": "<YOUR_UE_SCREENSHOT_DIR>",
"MCP_AUTOMATION_PORT": "<YOUR_MCP_AUTOMATION_PORT>",
"MCP_AUTOMATION_HOST": "<YOUR_MCP_AUTOMATION_HOST>",
"MCP_AUTOMATION_ALLOW_NON_LOOPBACK": "<YOUR_MCP_AUTOMATION_ALLOW_NON_LOOPBACK>",
"MCP_AUTOMATION_CLIENT_MODE": "<YOUR_MCP_AUTOMATION_CLIENT_MODE>",
"MCP_AUTOMATION_USE_TLS": "<YOUR_MCP_AUTOMATION_USE_TLS>",
"MCP_CONNECTION_TIMEOUT_MS": "<YOUR_MCP_CONNECTION_TIMEOUT_MS>",
"MCP_REQUEST_TIMEOUT_MS": "<YOUR_MCP_REQUEST_TIMEOUT_MS>",
"MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE>",
"MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE": "<YOUR_MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE>"
}
}
}
}claude mcp add unreal-engine-mcp --env LOG_LEVEL=<YOUR_LOG_LEVEL> --env MCP_ROUTE_STDOUT_LOGS=<YOUR_MCP_ROUTE_STDOUT_LOGS> --env UE_PROJECT_PATH=<YOUR_UE_PROJECT_PATH> --env UE_EDITOR_EXE=<YOUR_UE_EDITOR_EXE> --env UE_SCREENSHOT_DIR=<YOUR_UE_SCREENSHOT_DIR> --env MCP_AUTOMATION_PORT=<YOUR_MCP_AUTOMATION_PORT> --env MCP_AUTOMATION_HOST=<YOUR_MCP_AUTOMATION_HOST> --env MCP_AUTOMATION_ALLOW_NON_LOOPBACK=<YOUR_MCP_AUTOMATION_ALLOW_NON_LOOPBACK> --env MCP_AUTOMATION_CLIENT_MODE=<YOUR_MCP_AUTOMATION_CLIENT_MODE> --env MCP_AUTOMATION_USE_TLS=<YOUR_MCP_AUTOMATION_USE_TLS> --env MCP_CONNECTION_TIMEOUT_MS=<YOUR_MCP_CONNECTION_TIMEOUT_MS> --env MCP_REQUEST_TIMEOUT_MS=<YOUR_MCP_REQUEST_TIMEOUT_MS> --env MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE=<YOUR_MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE> --env MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE=<YOUR_MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE> -- npx -y unreal-engine-mcp-serverTools & capabilities
Tools this server exposes to the agent.
manage_asset— Manage assets, materials, render targets, and behavior trees (browse, import, duplicate, rename, delete, create).manage_blueprint— Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations.control_actor— Spawn, delete, transform actors; manage physics and tags.control_editor— Control PIE sessions, camera, viewport, and take screenshots.manage_level— Load/save levels, streaming, and lighting.system_control— Run UBT builds, tests, view logs, manage project settings, CVars, and execute Python.inspect— Object introspection.manage_tools— Dynamic tool management to enable/disable tools at runtime.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, nodes (input/sampler/filter/spawner), pin connections, execution, and settings.animation_physics— Animation Blueprints, 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.
Use cases
- Spawn, transform, and manipulate actors and physics objects directly from an AI assistant
- Author and edit Blueprint graphs, Niagara VFX, materials, and Behavior Trees programmatically
- Build procedural levels/terrain with landscapes, foliage, PCG graphs, and Geometry Script
- Control Sequencer cinematics, camera animations, and keyframes for in-engine movies
- Run console commands, UBT builds, tests, and Python scripts against a live Unreal Editor session
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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