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@runreal/unreal-mcp

v0.1.4

Published

MCP server for Unreal Engine using Unreal Python Remote Execution

Readme

unreal-mcp

MCP server for Unreal Engine that uses Unreal Python Remote Execution

hero

gif

Differences

This server does not require installing a new UE plugin as it uses the built-in Python remote execution protocol.

Adding new tools/features is much faster to develop since it does not require any C++ code.

It can support the full Unreal Engine Python API

Note

  • This is not an official Unreal Engine project.
  • Your AI agents or tools will have full access to your Editor.
  • Review any changes your Client suggests before you approve them.

Installation

Requirements

  • Unreal Engine 5.4+ (verified, may work with earlier versions)
  • Node.js with npx
  • MCP Client (Claude, Cursor, etc.)
  1. Setting up your Editor:
    • Open your Unreal Engine project
    • Go to Edit -> Plugins
    • Search for "Python Editor Script Plugin" and enable it
    • Restart the editor if prompted
    • Go to Edit -> Project Settings
    • Search for "Python" and enable the "Enable Remote Execution" option

enable plugin enable remote execution

  1. Set up your Client:
    • Edit your Claude (or Cursor) config
{
  "mcpServers": {
    "unreal": {
      "command": "npx",
      "args": [
        "-y",
        "@runreal/unreal-mcp"
      ]
    }
  }
}

Available Tools

| Tool | Description | |------|-------------| | set_unreal_engine_path | Set the Unreal Engine path | | set_unreal_project_path | Set the Project path | | get_unreal_engine_path | Get the current Unreal Engine path | | get_unreal_project_path | Get the current Unreal Project path | | editor_run_python | Execute any python within the Unreal Editor | | editor_list_assets | List all Unreal assets | | editor_export_asset | Export an Unreal asset to text | | editor_get_asset_info | Get information about an asset, including LOD levels for StaticMesh and SkeletalMesh assets | | editor_get_asset_references | Get references for an asset | | editor_console_command | Run a console command in Unreal | | editor_project_info | Get detailed information about the current project | | editor_get_map_info | Get detailed information about the current map/level | | editor_search_assets | Search for assets by name or path with optional class filter | | editor_get_world_outliner | Get all actors in the current world with their properties | | editor_validate_assets | Validate assets in the project to check for errors | | editor_create_object | Create a new object/actor in the world | | editor_update_object | Update an existing object/actor in the world | | editor_delete_object | Delete an object/actor from the world | | editor_take_screenshot | Take a screenshot of the Unreal Editor | | editor_move_camera | Move the viewport camera to a specific location and rotation for positioning screenshots |

Contributing

Please feel free to open issues or pull requests. Contributions are welcome, especially new tools/commands.

License MIT