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ChiR24-unreal_mcp

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A powerful MCP server that provides deep integration with Unreal Engine via a native C++ automation bridge, allowing AI agents to perform complex editor tasks, asset management, and gameplay systems control.

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Updated
Jan 8, 2026
Validated
Jan 9, 2026

Quick Install

npx -y unreal-engine-mcp-server

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, C++, and Rust (WebAssembly).


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

Step 3: Enable Required Plugins

Enable via Edit → Plugins, then restart the editor:

PluginRequired For
MCP Automation BridgeAll automation operations
Editor Scripting UtilitiesAsset/Actor subsystem operations
SequencerSequencer tools
Level Sequence Editormanage_sequence operations
Control Riganimation_physics operations
Subobject Data InterfaceBlueprint components (UE 5.7+)
Geometry Scriptmanage_geometry operations (procedural mesh)

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

# Logging
LOG_LEVEL=info  # debug | info | warn | error

# Optional
WASM_ENABLED=true
MCP_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000

Available Tools

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
manage_lightingSpawn lights, GI, shadows, build lighting, list_light_types
manage_performanceProfiling, optimization, scalability
animation_physicsAnimation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces
manage_effectNiagara, Particles, Debug Shapes, Niagara authoring, GPU sim
manage_blueprintCreate, SCS, Graph Editing, Node manipulation
build_environmentLandscape, Foliage, Procedural
system_controlUBT, Tests, Logs, Project Settings, CVars
manage_sequenceSequencer / Cinematics, list_track_types
inspectObject Introspection
manage_audioAudio Assets, Components, Sound Cues, MetaSounds, Attenuation
manage_behavior_treeBehavior Tree Graph Editing
manage_inputEnhanced Input Actions & Contexts
manage_geometryProcedural mesh creation (Geometry Script)
manage_skeletonSkeleton, sockets, physics assets, cloth binding
manage_material_authoringMaterial creation, expressions, landscape layers
manage_textureTexture creation, modification, compression settings
manage_gasGameplay Ability System: abilities, effects, attributes
manage_characterCharacter creation, movement, advanced locomotion
manage_combatWeapons, projectiles, damage, melee combat
manage_aiAI controllers, EQS, perception, State Trees, Smart Objects
manage_inventoryItems, equipment, loot tables, crafting
manage_interactionInteractables, destructibles, triggers
manage_widget_authoringUMG widget creation, layout, styling, animations
manage_networkingReplication, RPCs, network prediction
manage_game_frameworkGame modes, game states, player controllers, match flow
manage_sessionsSessions, split-screen, LAN, voice chat
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

Supported Asset Types

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


WebAssembly Acceleration

Optional WASM acceleration for computationally intensive operations. Enabled by default when available, falls back to TypeScript automatically.

OperationSpeedup
JSON parsing5–8x
Transform calculations5–10x
Vector/matrix math5x
Dependency resolution3–5x

Building WASM (Optional)

cargo install wasm-pack  # Once per machine
npm run build:wasm       # Builds  WASM

To disable: WASM_ENABLED=false


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
WebAssembly IntegrationWASM performance guide
Plugin ExtensionC++ plugin architecture
Testing GuideHow to run and write tests
Migration Guide v0.5.0Upgrade to v0.5.0
RoadmapDevelopment phases
Automation ProgressImplementation status

Development

npm run build       # Build TypeScript + WASM
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

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