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.
README
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
- Features
- Getting Started
- Configuration
- Available Tools
- GraphQL API
- Docker
- Documentation
- Community
- Development
- Contributing
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
- Open Unreal Editor → Edit → Plugins
- Click "Add" → Browse to
Unreal_mcp/plugins/ - Select the
McpAutomationBridgefolder
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:
- Go to Edit → Project Settings → Plugins → MCP Automation Bridge
- Under Security, enable "Allow Non Loopback"
- Under Connection, set "Listen Host" to
0.0.0.0 - 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
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