Unreal Engine MCP Server

Unreal Engine MCP Server

Enables AI assistants to control and automate Unreal Engine through a native C++ Automation Bridge plugin. It supports a comprehensive range of tasks including asset management, actor manipulation, editor control, and blueprint graph editing.

Category
访问服务器

README

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

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, World Partition, data layers
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
  • 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

⚠️ 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>

Plugin Required For
MCP Automation Bridge All automation operations
Editor Scripting Utilities Asset/Actor subsystem operations
Niagara Visual effects and particle systems

</details>

<details> <summary><b>Optional Plugins (Auto-enabled)</b></summary>

Plugin Required For
Level Sequence Editor manage_sequence operations
Control Rig animation_physics operations
GeometryScripting manage_geometry operations
Behavior Tree Editor manage_behavior_tree operations
Niagara Editor Niagara authoring
Environment Query Editor AI/EQS operations
Gameplay Abilities manage_gas operations
MetaSound manage_audio MetaSound authoring
StateTree manage_ai State Tree operations
Smart Objects AI smart object operations
Enhanced Input manage_input operations
Chaos Cloth Cloth simulation
Interchange Asset import/export
Data Validation Data validation
Procedural Mesh Component Procedural geometry
OnlineSubsystem Session/networking operations
OnlineSubsystemUtils Session/networking operations

</details>

💡 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

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.


Available Tools

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

<details> <summary><b>Core Tools</b></summary>

Tool Description
manage_asset Assets, Materials, Render Targets, Behavior Trees
control_actor Spawn, delete, transform, physics, tags
control_editor PIE, Camera, viewport, screenshots
manage_level Load/Save, World Partition, streaming
system_control UBT, Tests, Logs, Project Settings, CVars
inspect Object Introspection
manage_pipeline Build automation, UBT compilation, status checks
manage_tools Dynamic tool management (enable/disable at runtime)

</details>

<details> <summary><b>World Building</b></summary>

Tool Description
manage_lighting Spawn lights, GI, shadows, build lighting, list_light_types
manage_level_structure Level creation, sublevels, World Partition, data layers, HLOD
manage_volumes Trigger volumes, blocking, physics, audio, navigation volumes
manage_navigation NavMesh settings, nav modifiers, nav links, smart links, pathfinding
build_environment Landscape, Foliage, Procedural
manage_splines Spline creation, spline mesh deformation

</details>

<details> <summary><b>Animation & Physics</b></summary>

Tool Description
animation_physics Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces
manage_skeleton Skeleton, sockets, physics assets, cloth binding
manage_geometry Procedural mesh creation (Geometry Script)

</details>

<details> <summary><b>Visuals & Effects</b></summary>

Tool Description
manage_effect Niagara, Particles, Debug Shapes, GPU simulations
manage_material_authoring Material creation, expressions, landscape layers
manage_texture Texture creation, modification, compression settings
manage_blueprint Create, SCS, Graph Editing, Node manipulation
manage_sequence Sequencer / Cinematics, list_track_types
manage_performance Profiling, optimization, scalability

</details>

<details> <summary><b>Audio & Input</b></summary>

Tool Description
manage_audio Audio Assets, Components, Sound Cues, MetaSounds, Attenuation
manage_input Enhanced Input Actions & Contexts

</details>

<details> <summary><b>Gameplay Systems</b></summary>

Tool Description
manage_behavior_tree Behavior Tree Graph Editing
manage_ai AI controllers, EQS, perception, State Trees, Smart Objects
manage_gas Gameplay Ability System: abilities, effects, attributes
manage_character Character creation, movement, advanced locomotion
manage_combat Weapons, projectiles, damage, melee combat
manage_inventory Items, equipment, loot tables, crafting
manage_interaction Interactables, destructibles, triggers
manage_widget_authoring UMG widget creation, layout, styling, animations

</details>

<details> <summary><b>Networking & Sessions</b></summary>

Tool Description
manage_networking Replication, RPCs, network prediction
manage_game_framework Game modes, game states, player controllers, match flow
manage_sessions Sessions, 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

Document Description
Handler Mappings TypeScript to C++ routing
GraphQL API Query and mutation reference
Plugin Extension C++ plugin architecture
Testing Guide How to run and write tests
Roadmap Development 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

Resource Description
Project Roadmap Track development progress across 47 phases
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

推荐服务器

Baidu Map

Baidu Map

百度地图核心API现已全面兼容MCP协议,是国内首家兼容MCP协议的地图服务商。

官方
精选
JavaScript
Playwright MCP Server

Playwright MCP Server

一个模型上下文协议服务器,它使大型语言模型能够通过结构化的可访问性快照与网页进行交互,而无需视觉模型或屏幕截图。

官方
精选
TypeScript
Magic Component Platform (MCP)

Magic Component Platform (MCP)

一个由人工智能驱动的工具,可以从自然语言描述生成现代化的用户界面组件,并与流行的集成开发环境(IDE)集成,从而简化用户界面开发流程。

官方
精选
本地
TypeScript
Audiense Insights MCP Server

Audiense Insights MCP Server

通过模型上下文协议启用与 Audiense Insights 账户的交互,从而促进营销洞察和受众数据的提取和分析,包括人口统计信息、行为和影响者互动。

官方
精选
本地
TypeScript
VeyraX

VeyraX

一个单一的 MCP 工具,连接你所有喜爱的工具:Gmail、日历以及其他 40 多个工具。

官方
精选
本地
graphlit-mcp-server

graphlit-mcp-server

模型上下文协议 (MCP) 服务器实现了 MCP 客户端与 Graphlit 服务之间的集成。 除了网络爬取之外,还可以将任何内容(从 Slack 到 Gmail 再到播客订阅源)导入到 Graphlit 项目中,然后从 MCP 客户端检索相关内容。

官方
精选
TypeScript
Kagi MCP Server

Kagi MCP Server

一个 MCP 服务器,集成了 Kagi 搜索功能和 Claude AI,使 Claude 能够在回答需要最新信息的问题时执行实时网络搜索。

官方
精选
Python
e2b-mcp-server

e2b-mcp-server

使用 MCP 通过 e2b 运行代码。

官方
精选
Neon MCP Server

Neon MCP Server

用于与 Neon 管理 API 和数据库交互的 MCP 服务器

官方
精选
Exa MCP Server

Exa MCP Server

模型上下文协议(MCP)服务器允许像 Claude 这样的 AI 助手使用 Exa AI 搜索 API 进行网络搜索。这种设置允许 AI 模型以安全和受控的方式获取实时的网络信息。

官方
精选