unreal-engine-mcp-server
v0.5.18
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A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine via native automation bridge. Built with TypeScript and designed for game development automation.
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Unreal Engine MCP Server
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
- Getting Started
- Configuration
- Available Tools
- WebAssembly Acceleration
- GraphQL API
- Docker
- Documentation
- Community
- Development
- Contributing
Features
| Category | Capabilities | |----------|-------------| | Asset Management | Browse, import, duplicate, rename, delete assets; create materials | | Actor Control | Spawn, delete, transform, physics, tags, components | | Editor Control | PIE sessions, camera, viewport, screenshots, bookmarks | | Level Management | Load/save levels, streaming, World Partition, data layers | | Animation & Physics | Animation BPs, state machines, ragdolls, vehicles, constraints | | Visual Effects | Niagara particles, GPU simulations, procedural effects, debug shapes | | Sequencer | Cinematics, timeline control, camera animations, keyframes | | Graph Editing | Blueprint, Niagara, Material, and Behavior Tree graph manipulation | | Audio | Sound cues, audio components, sound mixes, ambient sounds | | System | Console 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-serverOption B: Clone & Build
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.jsStep 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
- Open Unreal Editor → Edit → Plugins
- Click "Add" → Browse to
Unreal_mcp/plugins/ - Select the
McpAutomationBridgefolder
Video Guide:
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
⚠️ First-Time Project Open: When opening the project directly (double-click
.uproject) for the first time, UE will prompt "Would you like to rebuild them now?" for missing modules. Click Yes to rebuild. After the rebuild completes, you may still see: "Plugin 'McpAutomationBridge' failed to load because module could not be loaded." This is expected — UE rebuilds successfully but doesn't reload the plugin in the same session. Simply close and reopen the project and the plugin will load correctly. Alternatively, build via Visual Studio first to avoid this.
Step 3: Enable Required Plugins
Enable via Edit → Plugins, then restart the editor:
| Plugin | Required For |
|--------|--------------|
| MCP Automation Bridge | All automation operations |
| Editor Scripting Utilities | Asset/Actor subsystem operations |
| Sequencer | Sequencer tools |
| Level Sequence Editor | manage_sequence operations |
| Control Rig | animation_physics operations |
| Subobject Data Interface | Blueprint components (UE 5.7+) |
| Geometry Script | manage_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
# LAN Access (optional)
# SECURITY: Set to true to allow binding to non-loopback addresses (e.g., 0.0.0.0)
# Only enable if you understand the security implications.
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=false
# Logging
LOG_LEVEL=info # debug | info | warn | error
# Optional
WASM_ENABLED=true
MCP_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000LAN Access Configuration
By default, the automation bridge only binds to loopback addresses (127.0.0.1) for security. To enable access from other machines on your network:
TypeScript (MCP Server):
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true
MCP_AUTOMATION_HOST=0.0.0.0Unreal Engine Plugin:
- Go to Edit → Project Settings → Plugins → MCP Automation Bridge
- Under Security, enable "Allow Non Loopback"
- Under Connection, set "Listen Host" to
0.0.0.0 - Restart the editor
⚠️ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules.
Available Tools
| Tool | Description |
|------|-------------|
| manage_asset | Assets, Materials, Render Targets, Behavior Trees |
| control_actor | Spawn, delete, transform, physics, tags |
| control_editor | PIE, Camera, viewport, screenshots |
| manage_level | Load/Save, World Partition, streaming |
| manage_lighting | Spawn lights, GI, shadows, build lighting, list_light_types |
| manage_performance | Profiling, optimization, scalability |
| animation_physics | Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces |
| manage_effect | Niagara, Particles, Debug Shapes, Niagara authoring, GPU sim |
| manage_blueprint | Create, SCS, Graph Editing, Node manipulation |
| build_environment | Landscape, Foliage, Procedural |
| system_control | UBT, Tests, Logs, Project Settings, CVars |
| manage_sequence | Sequencer / Cinematics, list_track_types |
| inspect | Object Introspection |
| manage_audio | Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
| manage_behavior_tree | Behavior Tree Graph Editing |
| manage_input | Enhanced Input Actions & Contexts |
| manage_geometry | Procedural mesh creation (Geometry Script) |
| manage_skeleton | Skeleton, sockets, physics assets, cloth binding |
| manage_material_authoring | Material creation, expressions, landscape layers |
| manage_texture | Texture creation, modification, compression settings |
| manage_gas | Gameplay Ability System: abilities, effects, attributes |
| manage_character | Character creation, movement, advanced locomotion |
| manage_combat | Weapons, projectiles, damage, melee combat |
| manage_ai | AI controllers, EQS, perception, State Trees, Smart Objects |
| manage_inventory | Items, equipment, loot tables, crafting |
| manage_interaction | Interactables, destructibles, triggers |
| manage_widget_authoring | UMG widget creation, layout, styling, animations |
| manage_networking | Replication, RPCs, network prediction |
| manage_game_framework | Game modes, game states, player controllers, match flow |
| manage_sessions | Sessions, split-screen, LAN, voice chat |
| manage_level_structure | Level creation, sublevels, World Partition, data layers, HLOD |
| manage_volumes | Trigger volumes, blocking, physics, audio, navigation volumes |
| manage_navigation | NavMesh 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.
| Operation | Speedup | |-----------|---------| | JSON parsing | 5–8x | | Transform calculations | 5–10x | | Vector/matrix math | 5x | | Dependency resolution | 3–5x |
Building WASM (Optional)
Prerequisites:
- Install Rust: https://rust-lang.org/tools/install/
- Install wasm-pack:
cargo install wasm-pack
npm run build:wasm # Builds WASMTo disable: WASM_ENABLED=false
GraphQL API
Optional GraphQL endpoint for complex queries. Disabled by default.
GRAPHQL_ENABLED=true
GRAPHQL_PORT=4000See GraphQL API Documentation.
Docker
docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcpDocumentation
| Document | Description | |----------|-------------| | Handler Mappings | TypeScript to C++ routing | | GraphQL API | Query and mutation reference | | WebAssembly Integration | WASM performance guide | | Plugin Extension | C++ plugin architecture | | Testing Guide | How to run and write tests | | Migration Guide v0.5.0 | Upgrade to v0.5.0 | | Roadmap | Development phases | | Automation Progress | Implementation 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 testsCommunity
| Resource | Description | |----------|-------------| | Project Roadmap | Track development progress across 47 phases | | Discussions | Ask questions, share ideas, get help | | Issues | Report 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
