ChiR24

Unreal_mcp

Built by ChiR24 • 417 stars

What is Unreal_mcp?

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through the native C++ Automation Bridge plugin. Built with TypeScript and C++.

How to use Unreal_mcp?

1. Install a compatible MCP client (like Claude Desktop). 2. Open your configuration settings. 3. Add Unreal_mcp using the following command: npx @modelcontextprotocol/unreal-mcp 4. Restart the client and verify the new tools are active.
šŸ›”ļø Scoped (Restricted)
npx @modelcontextprotocol/unreal-mcp --scope restricted
šŸ”“ Unrestricted Access
npx @modelcontextprotocol/unreal-mcp

Key Features

Native MCP Protocol Support
Real-time Tool Activation & Execution
Verified High-performance Implementation
Secure Resource & Context Handling

Optimized Use Cases

Extending AI models with custom local capabilities
Automating system workflows via natural language
Connecting external data sources to LLM context windows

Unreal_mcp FAQ

Q

Is Unreal_mcp safe?

Yes, Unreal_mcp follows the standardized Model Context Protocol security patterns and only executes tools with explicit user-granted permissions.

Q

Is Unreal_mcp up to date?

Unreal_mcp is currently active in the registry with 417 stars on GitHub, indicating its reliability and community support.

Q

Are there any limits for Unreal_mcp?

Usage limits depend on the specific implementation of the MCP server and your system resources. Refer to the official documentation below for technical details.

Official Documentation

View on GitHub

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, World Partition, data layers
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
  • 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
  • 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

  • Node.js 18+
  • Unreal Engine 5.0–5.7

Step 1: Install MCP Server

Option A: NPX (Recommended)

npx unreal-engine-mcp-server

Option B: 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.

Method 1: Copy Folder

Copy:  Unreal_mcp/plugins/McpAutomationBridge/
To:    YourUnrealProject/Plugins/McpAutomationBridge/

Regenerate project files after copying.

Method 2: Add in Editor

  1. Open Unreal Editor → Edit → Plugins
  2. Click "Add" → Browse to Unreal_mcp/plugins/
  3. Select the McpAutomationBridge folder

Video Guide:

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

āš ļø First-Time Project Open: When opening the project directly (double-click .uproject) for the first time, UE will prompt "Would you like to rebuild them now?" for missing modules. Click Yes to rebuild. After the rebuild completes, you may still see: "Plugin 'McpAutomationBridge' failed to load because module could not be loaded." This is expected — UE rebuilds successfully but doesn't reload the plugin in the same session. Simply close and reopen the project and the plugin will load correctly. Alternatively, build via Visual Studio first to avoid this.

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
Editor Scripting UtilitiesAsset/Actor subsystem operations
NiagaraVisual effects and particle systems
</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_behavior_tree operations
Niagara EditorNiagara authoring
Environment Query EditorAI/EQS operations
Gameplay Abilitiesmanage_gas operations
MetaSoundmanage_audio MetaSound authoring
StateTreemanage_ai State Tree operations
Smart ObjectsAI smart object operations
Enhanced Inputmanage_input operations
Chaos ClothCloth simulation
InterchangeAsset import/export
Data ValidationData validation
Procedural Mesh ComponentProcedural geometry
OnlineSubsystemSession/networking operations
OnlineSubsystemUtilsSession/networking operations
</details>

šŸ’” Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed.

Step 4: Configure MCP Client

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_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000

# 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

āš ļø Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules.


Available Tools

36 MCP tools with action-based dispatch for comprehensive Unreal Engine automation.

<details> <summary><b>Core Tools</b></summary>
ToolDescription
manage_assetAssets, Materials, Render Targets, Behavior Trees
control_actorSpawn, delete, transform, physics, tags
control_editorPIE, Camera, viewport, screenshots
manage_levelLoad/Save, World Partition, streaming
system_controlUBT, Tests, Logs, Project Settings, CVars
inspectObject Introspection
manage_pipelineBuild automation, UBT compilation, status checks
manage_toolsDynamic tool management (enable/disable at runtime)
</details> <details> <summary><b>World Building</b></summary>
ToolDescription
manage_lightingSpawn lights, GI, shadows, build lighting, list_light_types
manage_level_structureLevel creation, sublevels, World Partition, data layers, HLOD
manage_volumesTrigger volumes, blocking, physics, audio, navigation volumes
manage_navigationNavMesh settings, nav modifiers, nav links, smart links, pathfinding
build_environmentLandscape, Foliage, Procedural
manage_splinesSpline creation, spline mesh deformation
</details> <details> <summary><b>Animation & Physics</b></summary>
ToolDescription
animation_physicsAnimation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces
manage_skeletonSkeleton, sockets, physics assets, cloth binding
manage_geometryProcedural mesh creation (Geometry Script)
</details> <details> <summary><b>Visuals & Effects</b></summary>
ToolDescription
manage_effectNiagara, Particles, Debug Shapes, GPU simulations
manage_material_authoringMaterial creation, expressions, landscape layers
manage_textureTexture creation, modification, compression settings
manage_blueprintCreate, SCS, Graph Editing, Node manipulation
manage_sequenceSequencer / Cinematics, list_track_types
manage_performanceProfiling, optimization, scalability
</details> <details> <summary><b>Audio & Input</b></summary>
ToolDescription
manage_audioAudio Assets, Components, Sound Cues, MetaSounds, Attenuation
manage_inputEnhanced Input Actions & Contexts
</details> <details> <summary><b>Gameplay Systems</b></summary>
ToolDescription
manage_behavior_treeBehavior Tree Graph Editing
manage_aiAI controllers, EQS, perception, State Trees, Smart Objects
manage_gasGameplay Ability System: abilities, effects, attributes
manage_characterCharacter creation, movement, advanced locomotion
manage_combatWeapons, projectiles, damage, melee combat
manage_inventoryItems, equipment, loot tables, crafting
manage_interactionInteractables, destructibles, triggers
manage_widget_authoringUMG widget creation, layout, styling, animations
</details> <details> <summary><b>Networking & Sessions</b></summary>
ToolDescription
manage_networkingReplication, RPCs, network prediction
manage_game_frameworkGame modes, game states, player controllers, match flow
manage_sessionsSessions, split-screen, LAN, voice chat
</details> ### Supported Asset Types

Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees


GraphQL API

Optional GraphQL endpoint for complex queries. Disabled by default.

GRAPHQL_ENABLED=true
GRAPHQL_PORT=4000

See GraphQL API Documentation.


Docker

docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp

Documentation

DocumentDescription
Handler MappingsTypeScript to C++ routing
GraphQL APIQuery and mutation reference
Plugin ExtensionC++ plugin architecture
Testing GuideHow to run and write tests
RoadmapDevelopment phases

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 development progress across 47 phases
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

Global Ranking

-
Trust ScoreMCPHub Index

Based on codebase health & activity.

Manual Config

{ "mcpServers": { "unreal-mcp": { "command": "npx", "args": ["unreal-mcp"] } } }