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 and C++.
- Features
- Getting Started
- Configuration
- Available Tools
- GraphQL API
- Docker
- Documentation
- Community
- Development
- Contributing
| 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 |
- Native C++ Automation β All operations route through the MCP Automation Bridge plugin
- Dual Transport β Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge
- Dynamic Type Discovery β Runtime introspection for lights, debug shapes, and sequencer tracks
- Graceful Degradation β Server starts even without an active Unreal connection
- On-Demand Connection β Retries automation handshakes with exponential backoff
- Command Safety β Blocks dangerous console commands with pattern-based validation
- Capability Token Auth β Optional token-based authentication for both WS and HTTP transports
- Asset Caching β 10-second TTL for improved performance
- Metrics Rate Limiting β Per-IP rate limiting (60 req/min) on Prometheus endpoint
- Centralized Configuration β Unified class aliases and type definitions
- Unreal Engine 5.0β5.7
Choose your transport:
- Option A: Native MCP (recommended) β no additional dependencies
- Option B: TypeScript Bridge β requires Node.js 18+
Skip this step if using Option A: Native MCP Transport (Step 4A below).
NPX (Recommended):
npx unreal-engine-mcp-serverClone & Build:
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.jsThe MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.
Your project must have a code target (.sln or .xcworkspace).
Blueprint-only projects cannot compile native plugins β to convert, add any class via Tools > New C++ Class in the editor.
Method 1: Copy Folder
Copy: Unreal_mcp/plugins/McpAutomationBridge/
To: YourUnrealProject/Plugins/McpAutomationBridge/
Method 2: External Plugin Directory (no copy needed)
- Open Unreal Editor β Edit β Plugins
- Click Plugin Directories (bottom-left)
- In Additional Plugin Directories, add the path to
Unreal_mcp/plugins/ - Restart the editor β the plugin will be picked up from the external location
This saves the path in your .uproject file so the plugin stays linked without copying.
The plugin compiles automatically when you open the project β UE detects the .uplugin + Source/ and runs UnrealBuildTool.
Video Guide:
Plugin_setup_guide.mp4
β οΈ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" β click Yes. If instead you see "Missing Modules β McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." β open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.
Build the plugin once, then distribute the compiled binaries β no IDE or compilation needed on the target machine.
1. Build:
# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6
# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6This produces a zip like McpAutomationBridge-v0.6.0-UE5.6-Mac.zip.
2. Install: unzip into YourProject/Plugins/ and open the project. That's it β no compilation step.
Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5 or 5.7.
Enable via Edit β Plugins, then restart the editor.
Core Plugins (Required)
| Plugin | Required For |
|---|---|
| MCP Automation Bridge | All automation operations |
| Editor Scripting Utilities | Asset/Actor subsystem operations |
| Niagara | Visual effects and particle systems |
Optional Plugins (Auto-enabled)
| Plugin | Required For |
|---|---|
| Level Sequence Editor | manage_sequence operations |
| Control Rig | animation_physics operations |
| GeometryScripting | manage_geometry operations |
| Behavior Tree Editor | manage_behavior_tree operations |
| Niagara Editor | Niagara authoring |
| Environment Query Editor | AI/EQS operations |
| Gameplay Abilities | manage_gas operations |
| MetaSound | manage_audio MetaSound authoring |
| StateTree | manage_ai State Tree operations |
| Smart Objects | AI smart object operations |
| Enhanced Input | manage_input operations |
| Chaos Cloth | Cloth simulation |
| Interchange | Asset import/export |
| Data Validation | Data validation |
| Procedural Mesh Component | Procedural geometry |
| OnlineSubsystem | Session/networking operations |
| OnlineSubsystemUtils | Session/networking operations |
π‘ Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed.
The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP β no TypeScript bridge, no Node.js, no npm.
Enable in Unreal:
- Edit > Project Settings > Plugins > MCP Automation Bridge
- Check Enable Native MCP
- Set port (default:
3000) - Optionally set Native MCP Instructions for project-specific guidance
- Restart the editor
Configure your MCP client to use Streamable HTTP transport at:
http://localhost:3000/mcp
Claude Code:
claude mcp add unreal-engine --transport http http://localhost:3000/mcpOr manually in ~/.claude/settings.json or project .mcp.json:
{
"mcpServers": {
"unreal-engine": {
"type": "url",
"url": "http://localhost:3000/mcp"
}
}
}Cursor (.cursor/mcp.json):
{
"mcpServers": {
"unreal-engine": {
"url": "http://localhost:3000/mcp"
}
}
}Verify it works:
- Status bar β look for
β MCP :3000 (2)in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings. - Output Log β filter by
LogMcpNativeTransportto see connections, tool calls, and session activity:LogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1) LogMcpNativeTransport: tools/call: inspect (RequestId=...) LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)
Features:
- SSE streaming for real-time progress during long operations
- Multiple concurrent sessions (Cursor + Claude Code + others simultaneously)
- Dynamic tool management β only core tools (8) loaded by default, enable more via
manage_tools - Python execution via
execute_pythonaction (inline code or .py files) - Capability token authentication β enable in project settings for network security
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"
}
}
}
}# 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
MCP_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000
# Custom content mount points (comma-separated)
# Plugins with CanContainContent register mount points beyond /Game/.
# MCP_ADDITIONAL_PATH_PREFIXES=/ProjectObject/,/ProjectAnimation/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 β Project Settings β Plugins β MCP Automation Bridge
- Under Security, enable "Allow Non Loopback"
- Under Connection, set "Listen Host" to
0.0.0.0 - Restart the editor
Require Capability Token in project settings) to prevent unauthorized access when using LAN mode.
36 MCP tools with action-based dispatch for comprehensive Unreal Engine automation.
Core 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 |
system_control |
UBT, Tests, Logs, Project Settings, CVars, Python Execution |
inspect |
Object Introspection |
manage_pipeline |
Build automation, UBT compilation, status checks |
manage_tools |
Dynamic tool management (enable/disable at runtime) |
World Building
| Tool | Description |
|---|---|
manage_lighting |
Spawn lights, GI, shadows, build lighting, list_light_types |
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 |
build_environment |
Landscape, Foliage, Procedural |
manage_splines |
Spline creation, spline mesh deformation |
Animation & Physics
| Tool | Description |
|---|---|
animation_physics |
Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces |
manage_skeleton |
Skeleton, sockets, physics assets, cloth binding |
manage_geometry |
Procedural mesh creation (Geometry Script) |
Visuals & Effects
| Tool | Description |
|---|---|
manage_effect |
Niagara, Particles, Debug Shapes, GPU simulations |
manage_material_authoring |
Material creation, expressions, landscape layers |
manage_texture |
Texture creation, modification, compression settings |
manage_blueprint |
Create, SCS, Graph Editing, Node manipulation |
manage_sequence |
Sequencer / Cinematics, list_track_types |
manage_performance |
Profiling, optimization, scalability |
Audio & Input
| Tool | Description |
|---|---|
manage_audio |
Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
manage_input |
Enhanced Input Actions & Contexts |
Gameplay Systems
| Tool | Description |
|---|---|
manage_behavior_tree |
Behavior Tree Graph Editing |
manage_ai |
AI controllers, EQS, perception, State Trees, Smart Objects |
manage_gas |
Gameplay Ability System: abilities, effects, attributes |
manage_character |
Character creation, movement, advanced locomotion |
manage_combat |
Weapons, projectiles, damage, melee combat |
manage_inventory |
Items, equipment, loot tables, crafting |
manage_interaction |
Interactables, destructibles, triggers |
manage_widget_authoring |
UMG widget creation, layout, styling, animations |
Networking & Sessions
| Tool | Description |
|---|---|
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 |
Blueprints β’ Materials β’ Textures β’ Static Meshes β’ Skeletal Meshes β’ Levels β’ Sounds β’ Particles β’ Niagara Systems β’ Behavior Trees
Optional GraphQL endpoint for complex queries. Disabled by default.
GRAPHQL_ENABLED=true
GRAPHQL_PORT=4000See GraphQL API Documentation.
docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp| Document | Description |
|---|---|
| Handler Mappings | TypeScript to C++ routing |
| GraphQL API | Query and mutation reference |
| Plugin Extension | C++ plugin architecture |
| Testing Guide | How to run and write tests |
| Roadmap | Development phases |
npm run build # Build TypeScript
npm run lint # Run ESLint
npm run test:unit # Run unit tests
npm run test:all # Run all tests| Resource | Description |
|---|---|
| Project Roadmap | Track development progress across 47 phases |
| Discussions | Ask questions, share ideas, get help |
| Issues | Report bugs and request features |
Contributions welcome! Please:
- Include reproduction steps for bugs
- Keep PRs focused and small
- Follow existing code style
MIT β See LICENSE