PluginBench
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MIT

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.

transport: stdio
Config generated by PluginBench — verify against the source before use.
Environment / auth
  • LOG_LEVEL

    Logging level: debug, info, warn, error (default: info)

  • MCP_ROUTE_STDOUT_LOGS

    Route standard output to standard error to avoid protocol corruption (default: true)

  • UE_PROJECT_PATH

    Absolute path to your Unreal .uproject file

  • UE_EDITOR_EXE

    Path to UnrealEditor-Cmd.exe (optional)

  • UE_SCREENSHOT_DIR

    Directory to save screenshots (optional)

  • MCP_AUTOMATION_PORT

    Automation bridge WebSocket port (default: 8091)

  • MCP_AUTOMATION_HOST

    Automation 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_LOOPBACK

    SECURITY: 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_MODE

    Run as client connecting to UE (false) or server listening for UE (true) (default: false)

  • MCP_AUTOMATION_USE_TLS

    Use wss:// for the automation bridge client connection (default: false)

  • MCP_CONNECTION_TIMEOUT_MS

    Connection timeout in milliseconds (default: 5000)

  • MCP_REQUEST_TIMEOUT_MS

    Request timeout in milliseconds (default: 30000)

  • MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE

    Max inbound automation bridge messages per minute before disconnect (default: 600)

  • MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE

    Max inbound automation request messages per minute before disconnect (default: 120)

Claude Desktop
~/Library/Application Support/Claude/claude_desktop_config.json
{
  "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>"
      }
    }
  }
}
Cursor
~/.cursor/mcp.json
{
  "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>"
      }
    }
  }
}
Windsurf
~/.codeium/windsurf/mcp_config.json
{
  "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>"
      }
    }
  }
}
VS Code
.vscode/mcp.json
{
  "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 Code
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-server

Tools & capabilities

Tools this server exposes to the agent.

  • manage_assetManage assets, materials, render targets, and behavior trees (browse, import, duplicate, rename, delete, create).
  • manage_blueprintBlueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations.
  • control_actorSpawn, delete, transform actors; manage physics and tags.
  • control_editorControl PIE sessions, camera, viewport, and take screenshots.
  • manage_levelLoad/save levels, streaming, and lighting.
  • system_controlRun UBT builds, tests, view logs, manage project settings, CVars, and execute Python.
  • inspectObject introspection.
  • manage_toolsDynamic tool management to enable/disable tools at runtime.
  • build_environmentLandscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences.
  • manage_level_structureLevels, sublevels, World Partition, streaming, data layers, HLOD, volumes.
  • manage_geometryProcedural mesh creation and editing with Geometry Script.
  • manage_pcgPCG graph assets, subgraphs, nodes (input/sampler/filter/spawner), pin connections, execution, and settings.
  • animation_physicsAnimation Blueprints, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK.
  • manage_effectNiagara particles, debug shapes, GPU simulations.
  • manage_gasGameplay Ability System: abilities, effects, attributes.
  • manage_characterCharacter creation, movement, advanced locomotion.
  • manage_combatWeapons, projectiles, damage, melee combat.
  • manage_aiAI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding.
  • manage_inventoryItems, equipment, loot tables, crafting.
  • manage_interactionInteractables, 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

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

CategoryCapabilities
Asset ManagementBrowse, import, duplicate, rename, delete assets; create materials
Actor ControlSpawn, delete, transform, physics, tags, components
Editor ControlPIE sessions, camera, viewport, screenshots, bookmarks
Level ManagementLoad/save levels, streaming, lighting
Animation & PhysicsAnimation BPs, state machines, ragdolls, vehicles, constraints
Visual EffectsNiagara particles, GPU simulations, procedural effects, debug shapes
SequencerCinematics, timeline control, camera animations, keyframes
Graph EditingBlueprint, Niagara, Material, and Behavior Tree graph manipulation
AudioSound cues, audio components, sound mixes, ambient sounds
SystemConsole 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.

<details> <summary><b>Core Plugins (Required)</b></summary>
PluginRequired For
MCP Automation BridgeAll automation operations
Python Editor Script PluginPython-backed editor automation helpers
Editor Scripting UtilitiesAsset/Actor subsystem operations
NiagaraVisual effects and particle systems
Gameplay Abilitiesmanage_gas operations
Smart ObjectsAI smart object operations
</details> <details> <summary><b>Optional Plugins (Auto-enabled)</b></summary>
PluginRequired For
Level Sequence Editormanage_sequence operations
Control Riganimation_physics operations
GeometryScriptingmanage_geometry operations
Behavior Tree Editormanage_ai Behavior Tree operations
Niagara EditorNiagara authoring
Environment Query EditorAI/EQS operations
MetaSoundmanage_audio MetaSound authoring
StateTreemanage_ai State Tree operations
Enhanced Inputmanage_networking input mapping operations
Chaos ClothCloth simulation
InterchangeAsset import/export
Data ValidationData validation
PCGmanage_pcg graph authoring and execution when enabled for the build
Procedural Mesh ComponentProcedural geometry
OnlineSubsystemSession/networking operations
OnlineSubsystemUtilsSession/networking operations
</details>

💡 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:

  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.

<details> <summary><b>Core Tools</b></summary>
ToolDescription
manage_assetAssets, Materials, Render Targets, Behavior Trees
manage_blueprintBlueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations
control_actorSpawn, delete, transform, physics, tags
control_editorPIE, Camera, viewport, screenshots
manage_levelLoad/save, streaming, lighting
system_controlUBT, Tests, Logs, Project Settings, CVars, Python Execution
inspectObject Introspection
manage_toolsDynamic tool management (enable/disable at runtime)
</details> <details> <summary><b>World Building</b></summary>
ToolDescription
build_environmentLandscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences
manage_level_structureLevels, sublevels, World Partition, streaming, data layers, HLOD, volumes
manage_geometryProcedural mesh creation and editing with Geometry Script
manage_pcgPCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings
</details> <details> <summary><b>Gameplay Systems</b></summary>
ToolDescription
animation_physicsAnimation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK
manage_effectNiagara, particles, debug shapes, GPU simulations
manage_gasGameplay Ability System: abilities, effects, attributes
manage_characterCharacter creation, movement, advanced locomotion
manage_combatWeapons, projectiles, damage, melee combat
manage_aiAI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding
manage_inventoryItems, equipment, loot tables, crafting
manage_interactionInteractables, destructibles, triggers
</details> <details> <summary><b>Utility</b></summary>
ToolDescription
manage_audioAudio Assets, Components, Sound Cues, MetaSounds, Attenuation
manage_sequenceSequencer, cinematics, bindings, tracks, playback, keyframes
manage_networkingReplication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings
</details> ### Supported Asset Types

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

DocumentDescription
Handler MappingsTypeScript to C++ routing
Plugin ExtensionC++ plugin architecture
Testing GuideHow to run and write tests
RoadmapDevelopment 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

ResourceDescription
Project RoadmapTrack roadmap progress and priorities
DiscussionsAsk questions, share ideas, get help
IssuesReport 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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Filesystem access MCP server from ByteDance's UI-TARS/Agent TARS ecosystem.

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TypeScript
Apache-2.0
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