ue-mcp
v1.1.21
Published
Unreal Engine MCP server - 24 tools, 723+ actions for AI-driven editor control
Maintainers
Readme
UE-MCP
Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 24 category tools covering 723+ actions, plus a YAML flow engine for multi-step workflows.
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, Codex)
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
What Can It Do?
| Category | Examples | |----------|----------| | Levels | Place/move/delete actors, spawn lights and volumes, manage splines, actor bounds | | Blueprints | Read/write graphs, add nodes, connect pins, compile, CDO property access | | Materials | Create materials and instances, author expression graphs | | Assets | CRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav | | 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, navmesh inspection, behavior trees, EQS, perception, PIE damage | | GAS | Gameplay Ability System — attributes, abilities, effects, cues | | Networking | Replication, dormancy, relevancy, net priority | | UI | UMG widgets, editor utility widgets and blueprints, runtime delegate inspection | | Editor | Console, Python, PIE, viewport, sequencer, build pipeline, logs | | Reflection | Class/struct/enum introspection, gameplay tags |
Supported Platforms
- Windows — UE 5.4–5.8
- Linux — UE 5.6+ (contributed by @robinduckett)
Requires PythonScriptPlugin (ships with UE 4.26+).
If you clone this repo to contribute, install git-lfs first - the bundled test project stores .uasset / .umap via LFS and plain git clone will leave them as pointer files.
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
UE-MCP is licensed under the MIT License. Use it freely in personal, educational, and commercial projects. See LICENSE.
Contributions are accepted under the same MIT License (inbound contributions are licensed under the project's outbound license).
