ue-mcp
v0.4.27
Published
Unreal Engine MCP server — 19 tools, 300+ actions for AI-driven editor control
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UE-MCP
Unreal Engine Model Context Protocol Server — gives AI assistants deep read/write access to the Unreal Editor through 19 category tools covering 300+ actions.
flowchart LR
AI[AI Assistant] -->|stdio| MCP[MCP Server<br/>TypeScript / Node.js]
MCP -->|WebSocket<br/>JSON-RPC| Plugin[C++ Bridge Plugin<br/>inside Unreal Editor]
Plugin -->|UE API| Editor[Editor Subsystems]
MCP -->|direct fs| FS[Config INI<br/>C++ Headers<br/>Asset Listing]Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, GAS, networking, sequencer, build pipeline — all programmable through natural language.
Quick Start
npx ue-mcp initThe interactive setup will:
- Find your
.uproject(auto-detects in current directory) - Let you choose which tool categories to enable
- Deploy the C++ bridge plugin to your project
- Enable required UE plugins (Niagara, PCG, GAS, etc.)
- Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor)
Restart the editor once after setup to load the bridge plugin. To update later: npx ue-mcp update
Then ask your AI:
project(action="get_status") — verify connection
level(action="get_outliner") — see what's in the level
asset(action="list") — browse project assetsManual Configuration
If you prefer to configure manually, add to your MCP client config:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}Documentation
- Getting Started — Installation, configuration, first run
- Architecture — How the pieces fit together
- Tool Reference — All 19 tools with every action
- Configuration —
.ue-mcp.jsonand MCP client config - Neon Shrine Demo — Interactive guided demo
- Feedback — Agent feedback system
- Troubleshooting — Common issues and fixes
- Development — Building, testing, contributing
What Can It Do?
| Category | Examples | |----------|----------| | Levels | Place/move/delete actors, spawn lights and volumes, manage splines | | Blueprints | Read/write graphs, add nodes, connect pins, compile | | Materials | Create materials and instances, author expression graphs | | Assets | CRUD, import meshes/textures/animations, datatables | | Animation | Anim blueprints, montages, blendspaces, skeletons | | VFX | Niagara systems, emitters, parameters | | Landscape | Sculpt terrain, paint layers, import heightmaps | | PCG | Author and execute Procedural Content Generation graphs | | Gameplay | Physics, collision, navigation, behavior trees, EQS, perception | | GAS | Gameplay Ability System — attributes, abilities, effects, cues | | Networking | Replication, dormancy, relevancy, net priority | | UI | UMG widgets, editor utility widgets and blueprints | | Editor | Console, Python, PIE, viewport, sequencer, build pipeline, logs | | Reflection | Class/struct/enum introspection, gameplay tags |
Supported Versions
Tested with UE 5.4–5.7. Requires PythonScriptPlugin (ships with UE 4.26+).
Contributing
Issues and pull requests welcome. If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically — this helps us prioritize which native handlers to add next.
License
MIT — see LICENSE.
