Unreal Engine MCP Server
Enables AI assistants to control Unreal Engine via Remote Control API, providing tools for asset management, actor spawning and manipulation, level editing, animation and physics control, visual effects creation, sequencer cinematics, and console command execution for game development automation.
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 MCP Serverspawn a cube actor at the origin"
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 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
Related MCP server: unreal-mcp
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, Movie Render Queue, media, Take Recorder, replay |
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 — On-by-default token authentication (auto-generated 32-byte secret at
<Project>/Saved/MCP/capability-token) for both WS and HTTP transports; manualCapabilityTokenin Project Settings overrides the fileAsset 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
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-serverClone & Build:
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.jsStep 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_5.6This produces a zip like McpAutomationBridge-v0.5.30-UE5.7-Linux.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.
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 |
|
Smart Objects | AI smart object operations |
Plugin | Required For |
Level Sequence Editor |
|
Movie Render Pipeline |
|
Movie Pipeline Mask Render Pass | Object-ID render pass |
Takes |
|
Electra Player |
|
Control Rig |
|
GeometryScripting |
|
Behavior Tree Editor |
|
Niagara Editor | Niagara authoring |
Environment Query Editor | AI/EQS operations |
MetaSound |
|
StateTree |
|
Enhanced Input |
|
Chaos Cloth | Cloth simulation |
Interchange | Asset import/export |
Data Validation | Data validation |
PCG |
|
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; that packaging is not certified on any engine minor.
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.
Note: the bAllowNonLoopback setting now applies to both the WebSocket bridge and the native MCP transport. Enabling it binds both surfaces to non-loopback addresses. If you only need LAN access for the WebSocket bridge, do not enable bAllowNonLoopback and instead expose the bridge via a reverse proxy. Capability token auth is on by default (0.5.31+) — both transports require authentication automatically. A manually configured CapabilityToken in Project Settings or the auto-generated token at <Project>/Saved/MCP/capability-token is used automatically.
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/mcpClaude Code:
claude mcp add unreal-engine --transport http http://localhost:3000/mcpOr 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_toolsPython execution via
execute_pythonaction (inline code or .py files)Capability token authentication — on by default (auto-generated secret at
<Project>/Saved/MCP/capability-token; manualCapabilityTokenin Project Settings overrides)
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=0.0.0.0Unreal Engine Plugin:
Go to Edit → Project Settings → Plugins → MCP Automation Bridge
Under Security, enable "Allow Non Loopback"
Under Connection, set "Listen Host" to
0.0.0.0Restart 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
The MCP server exposes a single unreal gateway tool. The 23 canonical parent tools are internal and reachable exclusively through the gateway's four operations: search, describe, execute, and configure.
Gateway Workflow
search— discover available tools by keyword, category, or action namedescribe— get the exact contract (actions, parameters, schema) for a specific toolexecute— run one validated action on a canonical toolconfigure— manage internal tool enable/disable state (wrapsmanage_tools)
Example call:
{
"operation": "search",
"query": "asset"
}Then:
{
"operation": "describe",
"tool": "manage_asset",
"action": "import_asset"
}Then:
{
"operation": "execute",
"tool": "manage_asset",
"action": "import_asset",
"params": { "sourcePath": "/path/to/asset.fbx", "destinationPath": "/Game/Imported/asset" }
}Migration from direct tool calls
The single unreal gateway is permanent on both transports; there is no opt-out and no legacy 23-tool listing to restore. A client that still calls a canonical tool name directly (tools/call with name: "manage_asset", name: "control_actor", etc.) receives a bounded, copy-paste-executable DIRECT_TOOL_CALL_REMOVED receipt instead of a routed call. The receipt carries a nextCall that drills exactly one level: { "operation": "search" } for an unknown name, { "operation": "describe", "tool": "<tool>" } when no action was supplied, or { "operation": "execute", "tool": "<tool>", "action": "<action>", "params": { ... } } when the direct call already named an action. Run that nextCall through the unreal tool to finish the migration.
Gateway Protocol & Transport
Both transports expose the same unreal gateway contract, but they are separate lifecycles. Do not route around their boundaries.
TypeScript stdio transport —
node dist/cli.jstalks to the Unreal plugin over a WebSocket bridge. It permanently exposes the singleunrealgateway tool; there is no gateway-mode toggle.Native MCP transport — the plugin's built-in Streamable HTTP/SSE server at
/mcp(no Node.js, no bridge). The native MCP surface permanently exposes the same singleunrealgateway tool; there is no gateway-mode toggle.
Both surfaces negotiate the MCP protocol version at initialize; the supported set is intentionally asymmetric. The native /mcp transport supports exactly the three modern versions 2025-11-25, 2025-06-18, and 2025-03-26, and deliberately does not implement the later 2026-07-28 RC. The TypeScript stdio server also accepts the two legacy versions 2024-11-05 and 2024-10-07, so the native surface is intentionally stricter. Both negotiate down to the highest mutually supported version (2025-11-25 is the latest). See docs/protocol.md for the full negotiation and transport contract, including the MCP-Protocol-Version header guard (HTTP 400 on invalid), cancellation semantics, and progressToken handling.
⚠️ Live-editor evidence is not claimed for this build. The gateway, protocol negotiation, manifest generation, and parity/parameter audits are verified through source-contract tests and the build, not against a running Unreal Editor. Integration tests (
npm test) require a live editor plus the bridge plugin and are not part of CI. Do not assume live-editor coverage that was not executed.
Internal Canonical Tools (23)
The gateway hides these 23 canonical parent tools. They are listed here for reference:
Tool | Description |
| Assets, Materials, Render Targets, Behavior Trees, Blueprint Struct (UserDefinedStruct) authoring |
| Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations |
| Spawn, delete, transform, physics, tags |
| PIE, Camera, viewport, screenshots |
| Load/save, streaming, lighting |
| UBT, Tests, Logs, Project Settings, CVars, Python Execution |
| Object Introspection |
| Dynamic tool management (enable/disable at runtime) |
Tool | Description |
| Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences |
| Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes |
| Procedural mesh creation and editing with Geometry Script |
| PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings |
Tool | Description |
| Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK |
| Niagara, particles, debug shapes, GPU simulations |
| Gameplay Ability System: abilities, effects, attributes |
| Character creation, movement, advanced locomotion |
| Weapons, projectiles, damage, melee combat |
| AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding |
| Items, equipment, loot tables, crafting |
| Interactables, destructibles, triggers |
Tool | Description |
| Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
| Sequencer, cinematics, Movie Render Queue, media playback, Take Recorder, and replay controls |
| 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-mcpDocumentation
Document | Description |
TypeScript to C++ routing | |
C++ plugin architecture | |
How to run and write tests | |
Development roadmap |
Development
npm run build # Clean + compile TypeScript to dist/
npm run lint # Run ESLint 9 (fail on any warning)
npm run type-check # tsc --noEmit
npm run test:unit # Vitest unit tests (no Unreal required)
npm run test:smoke # Offline mock in-memory MCP check (needs built dist/)
npm run manifest:check # Fail if generated gateway manifest artifacts drift
npm run test:native-parity # TS vs native canonical tool/action equality
npm run test:params # Parity + strict parameter audit
npm run version:check # Assert all version sources agree
npm test # Integration suite (needs a live Unreal Editor + bridge)Gateway manifest generation
The neutral gateway manifest is generated from src/tools/catalog/consolidated-tool-definitions.ts into three artifacts (runtime .ts/.json plus the native .h). Never hand-edit the generated files.
node --loader ts-node/esm scripts/generate-gateway-manifest.ts # regenerate
node --loader ts-node/esm scripts/generate-gateway-manifest.ts --check # CI gate: fail on driftCI gates
CI runs, in order: ESLint 9 (npx eslint . --max-warnings=0), TypeScript type-check, unit tests, registry:check, normalization:check, manifest:check, policy:check, native parity + parameter audit (test:params), migration:check, primitives:check, security:check, eval:check, version:check, workflow:check, then a blocking runtime-only dependency audit (npm audit --omit=dev --audit-level=high) followed by an informational full-tree npm audit --audit-level=moderate. A plugin packaging job runs scripts/package-plugin.sh only when an Unreal Engine source root secret is provided (opt-in), because CI runners do not ship an engine. Release archives exclude Binaries/, Intermediate/, and Saved/ so generated build dirs never leak.
Community
Resource | Description |
Track roadmap progress and priorities | |
Ask questions, share ideas, get help | |
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
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
Tools
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