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UE-MCP

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Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 24 category tools covering 759+ actions, plus a YAML flow engine for multi-step workflows and an npm plugin system for extending the surface.

On UE 5.8+ it also wraps Epic's entire native AI Toolset Registry - 830 official Unreal tools, called in-process and surfaced as epic_* actions in the matching category: Sequencer in animation, PCG in pcg, static meshes in asset.

flowchart LR
    AI[AI Assistant] -->|stdio| MCP[MCP Server<br/>TypeScript / Node.js]
    MCP -->|WebSocket<br/>JSON-RPC| Plugin[C++ Bridge Plugin<br/>inside Unreal Editor]
    Plugin -->|UE API| Editor[Editor Subsystems]
    MCP -->|direct fs| FS[Config INI<br/>C++ Headers<br/>Asset Listing]

Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, StateTree, GAS, networking, sequencer, build pipeline - all programmable through natural language.

Filesystem reads (INI config, C++ headers, asset listing) work with the editor closed, so an agent can explore the project before anything is running.

Quick Start

npx ue-mcp init

The interactive setup will:

  1. Find your .uproject (auto-detects in current directory)

  2. Let you choose which tool categories to enable

  3. Deploy the C++ bridge plugin to your project

  4. Enable required UE plugins (Niagara, PCG, GAS, etc.)

  5. Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor, Codex)

Restart the editor once after setup to load the bridge plugin. To update later: npx ue-mcp update

Then talk to your AI in plain English:

"Check the UE-MCP connection and tell me what's in the current level."
"Place a point light 300 units above the player start, intensity 5000, warm white."
"Create an emissive material that pulses, and apply it to every cube in the level."
"Build the project in Development and report any compile errors."

If it doesn't connect

npx ue-mcp doctor

Most first-run failures are one of three things: the editor hasn't been restarted since init, the bridge plugin failed to compile (check the editor's Output Log for UE_MCP_Bridge), or the editor is open on a different project than the one configured. See Troubleshooting.

Manual Configuration

If you prefer to configure manually, add to your MCP client config:

{
  "mcpServers": {
    "ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
    }
  }
}

Related MCP server: Monolith

See It Work

UE-MCP ships a built-in 19-step demo that builds a complete procedural scene - landscape, PCG scatter, Niagara VFX, materials, lighting, and a playable blueprint - entirely through the bridge:

demo(action="step", stepIndex=1)   ... through 19
demo(action="cleanup")             restores the level

Nothing is pre-authored. Every asset in the scene is created by the agent at runtime. Full walkthrough: Neon Shrine Demo.

What Can It Do?

Category

Examples

Levels

Place/move/delete actors, spawn lights and volumes, manage splines, actor bounds, water bodies

Blueprints

Read/write graphs, add nodes, connect pins, compile, CDO and component property access

Materials

Create materials and instances, author expression graphs, set parameters

Assets

CRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav

Animation

Anim blueprints, montages, blendspaces, skeletons

VFX

Niagara systems, emitters, modules, renderers, parameters

Landscape

Sculpt terrain, paint weight layers, materials, splines, proxies

Foliage

Painting, foliage types, instance queries

PCG

Author and execute Procedural Content Generation graphs

Audio

SoundCues, MetaSounds, attenuation, ambient audio, submixes

UI

UMG widgets, editor utility widgets and blueprints, runtime delegate inspection

Gameplay

Physics, collision, navigation, navmesh inspection, behavior trees, EQS, perception, input

StateTree

States, tasks, conditions, transitions, bindings, evaluators, parameters

Chooser

Chooser tables, columns, rows, result assets

GAS

Gameplay Ability System - attributes, abilities, effects, cues, actor stand-up

Networking

Replication, dormancy, relevancy, net priority

Editor

Console, Python, PIE, viewport, sequencer, build pipeline, logs, editor lifecycle

Reflection

Class/struct/enum introspection, gameplay tags, SaveGame inspection

Project

Status, INI config, C++ source/header parsing, build

Fab

Import assets from your owned Fab library

Plugins

Install, configure, and provision UE-MCP extension plugins

Epic

Toolset Registry discovery, direct tool calls, agent skills (UE 5.8+)

Dataflow

Dataflow graph nodes, pins, variables, templates (UE 5.8+)

Conversation

Dialogue graph nodes, speakers, entry points (UE 5.8+)

Demo

Built-in 19-step Neon Shrine procedural scene

Feedback

Submit tool-gap reports as GitHub issues

Full parameter-level reference: Tool Reference.

Flows

Any sequence of actions can be captured as a YAML flow in ue-mcp.yml next to your .uproject, then run as one call. Config is hot-reloaded, so you edit and re-run without restarting anything.

ue-mcp:
  version: 1

flows:
  build_and_check:
    description: Build the project and verify the editor is connected
    steps:
      1:
        task: project.build
        options:
          configuration: Development
      2:
        task: project.get_status
flow(action="run", flowName="build_and_check")

Every one of the 759+ actions is also a flow task. Flows support step references, retries, rollback, custom tasks in your own .js/.ts, and shell steps. See Flows.

Plugins

UE-MCP is extensible through npm. A plugin can inject new actions into existing categories, or provision an entirely new category backed by its own C++ handlers.

npm install ue-mcp-<plugin>

Injected actions appear inside the pcg/landscape/etc. tools the agent is already using, so there is nothing extra for it to discover. See Plugins for the consumer view and Plugin Authoring for the contract.

Agent Skills

The package ships skills that teach agents the non-obvious parts of driving the editor, and they load automatically in clients that support them:

Skill

Covers

ue-mcp-workflow

Required order of operations, editor lifecycle, project scoping

ue-mcp-blueprint

Graph authoring, node discovery, pin wiring, compile loops

ue-mcp-niagara

Emitter/module stack authoring and renderer setup

ue-mcp-native-cpp

Writing and building native C++ against the bridge

ue-mcp-epic-routing

When to route to the epic toolsets vs native handlers

Safety

An agent with write access to your project is a real risk, so the bridge is built with brakes:

  • Write guards - configurable rules can block or require confirmation on mutating methods before they reach the editor.

  • Source control guard - writes to checked-in assets can be gated on source control state instead of silently overwriting.

  • Flow rollback - handlers report created/existed/updated and flows can snapshot git state before a run, so a failed multi-step flow doesn't leave debris.

  • Idempotency by convention - re-running an action that already applied is a no-op rather than a duplicate.

Details: Guards and Handler Conventions.

Requirements

Unreal Engine

5.4-5.8 (Windows), 5.6+ (Linux and macOS). epic category needs 5.8+.

Node.js

18 or newer

UE plugins

PythonScriptPlugin (ships with the engine); init enables the rest for you

C++ toolchain

Required - the bridge is a C++ plugin and compiles on first editor launch. On Windows that means Visual Studio with the C++ workload; on macOS, Xcode command line tools.

Editor process control (editor(start_editor) / stop_editor / restart_editor) works on Windows, macOS and Linux. Set UE_EDITOR_PATH if the engine is installed somewhere non-standard.

Documentation

https://ue-mcp.com/docs

Sponsor

Thanks for using UE-MCP. It's free and MIT licensed. If it helps your work, sponsorship is appreciated.

Contributing

Issues and pull requests welcome. Start with Development.

Install git-lfs before cloning - the bundled test project stores .uasset / .umap via LFS, and a plain git clone leaves them as pointer files.

If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically. That is how we prioritize which native handlers to add next.

License

UE-MCP is licensed under the MIT License. Use it freely in personal, educational, and commercial projects. See LICENSE.

Contributions are accepted under the same MIT License (inbound contributions are licensed under the project's outbound license).

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