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Unreal Engine MCP Server

Community
Automate Unreal Engine 5 with AI.
GitHub source repository ↗
★ 803 Stars Category · Dev Tools Very popular
53FMRS · D
Reliability
9/20
Security and permissions
10/20
Maintenance
9/20
Documentation
13/20
Setup experience
12/20

This is a broad Unreal Engine 5 automation server covering workflows from assets and Blueprints to environments, AI, effects, audio, networking, and cinematics. It requires an Unreal plugin and project-level editing access; LAN access should be configured carefully.

Read the FMRS scoring method →

Unreal Engine MCP Server is an MCP server built with TypeScript and C++ that lets AI assistants automate Unreal Engine through a native C++ Automation Bridge plugin. It exposes 23 tools covering assets, actors, editor control, levels, Blueprints, animation, physics, effects, AI, audio, networking, and Sequencer workflows. The server supports stdio and the plugin's native Streamable HTTP transport.

Tools

manage_asset
Manage assets, materials, render targets, behavior trees, and Blueprint structs.
manage_blueprint
Manage Blueprints, SCS components, graphs, UMG widgets, layouts, bindings, and animations.
control_actor
Spawn, delete, and transform actors, and manage physics, tags, and components.
control_editor
Control PIE sessions, cameras, viewports, screenshots, and bookmarks.
manage_level
Load and save levels and manage level streaming and lighting.
system_control
Run UBT, tests, logs, project settings, CVars, and Python operations.
inspect
Inspect Unreal objects.
manage_tools
Enable or disable tools dynamically at runtime.
build_environment
Manage landscapes, foliage, procedural environments, lighting, and spline roads, rivers, and fences.
manage_level_structure
Manage levels, sublevels, World Partition, streaming, data layers, HLOD, and volumes.
manage_geometry
Create and edit procedural meshes with Geometry Script.
manage_pcg
Manage PCG graph assets, nodes, pin connections, execution, partition grid size, and node settings.
animation_physics
Manage Animation Blueprints, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, and IK.
manage_effect
Manage Niagara, particles, debug shapes, and GPU simulations.
manage_gas
Manage Gameplay Ability System abilities, effects, and attributes.
manage_character
Create characters and manage movement and advanced locomotion.
manage_combat
Manage weapons, projectiles, damage, and melee systems.
manage_ai
Manage AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, and navigation.
manage_inventory
Manage items, equipment, loot tables, and crafting systems.
manage_interaction
Manage interactables, destructibles, and triggers.
manage_audio
Manage audio assets, components, Sound Cues, MetaSounds, and attenuation.
manage_sequence
Manage Sequencer, cinematics, Movie Render Queue, media, Take Recorder, and replay controls.
manage_networking
Manage replication, RPCs, network prediction, sessions, split-screen, LAN, voice, game framework, and input mappings.

Setup

For the TypeScript Bridge, install Node.js 18 or later and install the MCP Automation Bridge plugin in the Unreal project. Run npx unreal-engine-mcp-server, or clone the repository and run npm install, npm run build, and node dist/cli.js. Set UE_PROJECT_PATH to the Unreal project path. Alternatively, enable Native MCP in the plugin and connect the client to http://localhost:3000/mcp.

claude_desktop_config.json
{"mcpServers":{"unreal-engine":{"command":"npx","args":["unreal-engine-mcp-server"],"env":{"UE_PROJECT_PATH":"C:/Path/To/YourProject"}}}}

Fit and risk

Best for

  • Teams developing games, levels, animation, or visual effects with Unreal Engine 5.
  • Users who want AI to perform repetitive editor and content-production tasks.
  • Users comfortable managing Unreal projects, plugins, and local development environments.

Not for

  • Projects that do not use Unreal Engine.
  • Blueprint-only environments that cannot install a pre-built plugin or compile a code plugin.
  • Public or remote exposure without appropriate network security configuration.

Required permissions

  • Access to and control of the specified Unreal project.
  • Installation and execution of the MCP Automation Bridge plugin and required Unreal plugins.
  • Some features require Python, Editor Scripting Utilities, Niagara, Gameplay Abilities, Smart Objects, or other plugins.
  • Node.js 18 or later is required for the TypeScript Bridge.

Risks and side effects

  • The server can modify assets, actors, levels, project settings, and other game-development content.
  • Enabling non-loopback addresses exposes the automation bridge to the local network; use trusted networks and enable capability-token authentication.
  • Incorrect console commands, scripts, or automation actions can change project content or editor state.
  • Pre-built plugin binaries are tied to specific Unreal Engine versions.

Troubleshooting

  1. Verify that UE_PROJECT_PATH points to a valid .uproject file or project path.
  2. Verify that MCP Automation Bridge is installed, compiled, and enabled in Unreal Editor.
  3. If a code project reports missing modules, build through Visual Studio or Xcode; Blueprint-only projects need a code target or pre-built plugin.
  4. Check MCP_AUTOMATION_HOST, MCP_AUTOMATION_PORT, and connection and request timeout settings.
  5. In Native MCP mode, check the editor status bar and LogMcpNativeTransport output.
  6. Confirm that required Unreal plugins are enabled and review the optional plugins needed by the selected tool.

Use cases

Automate Unreal Engine editor and game-development workflows with natural language.
Create and manage assets, Blueprints, levels, environments, effects, animation, AI, and audio.
Control PIE, Sequencer, cinematic rendering, and editor inspection workflows.

Supported clients

Claude DesktopFull support
CursorFull support
Claude CodeFull support