MCP Catalogs
Home

Unreal_mcp

by ChiR24·622·Score 53

MCP server enabling AI assistants to control Unreal Engine through native C++ Automation Bridge plugin.

developer-toolsai-llmmedia
110
Forks
24
Open issues
this month
Last commit
2d ago
Indexed

Overview

Unreal_mcp is a comprehensive Model Context Protocol server that provides AI assistants with direct control over Unreal Engine 5.0-5.8. Built with TypeScript and C++, it offers extensive capabilities including asset management, actor control, animation systems, visual effects, and level operations. The server supports both native HTTP/SSE transport and WebSocket via TypeScript bridge, with features like dynamic type discovery, graceful degradation, command safety validation, and optional token-based authentication.

Try asking AI

After installing, here are 5 things you can ask your AI assistant:

you:Automate game development workflows by scripting asset creation and scene configuration
you:Create AI-powered level design assistants that can generate and modify game environments
you:Build testing automation frameworks for validating game functionality across different scenarios
you:Does this work with Blueprint-only projects?
you:Can I use this for network rendering?

When to choose this

Choose this when you need AI-powered control of Unreal Engine workflows, especially for game development, virtual production, or automated testing scenarios.

When NOT to choose this

Avoid this if you're not using Unreal Engine, need access to other game engines, or require a solution that works without compiling native plugins.

Tools this server exposes

12 tools extracted from the README
  • manage_asset

    Assets, Materials, Render Targets, Behavior Trees

  • manage_blueprint

    Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations

  • control_actor

    Spawn, delete, transform, physics, tags

  • control_editor

    PIE, Camera, viewport, screenshots

  • manage_level

    Load/save, streaming, lighting

  • system_control

    UBT, Tests, Logs, Project Settings, CVars, Python Execution

  • inspect

    Object Introspection

  • manage_tools

    Dynamic tool management (enable/disable at runtime)

  • build_environment

    Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences

  • manage_level_structure

    Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes

  • manage_geometry

    Procedural mesh creation and editing with Geometry Script

  • animation_physics

    Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK

Comparable tools

unity-mcpgodot-mcpshell-mcpunreal-editor-scripting

Installation

Installation

Prerequisites

  • Unreal Engine 5.0-5.8
  • Node.js 18+ (for TypeScript bridge option)

Native MCP Transport (Recommended)

  1. Install the MCP Automation Bridge plugin in your Unreal project
  2. Enable "Native MCP" in Project Settings > Plugins > MCP Automation Bridge
  3. Configure your MCP client to connect to http://localhost:3000/mcp

Claude Desktop Configuration

{
  "mcpServers": {
    "unreal-engine": {
      "type": "url",
      "url": "http://localhost:3000/mcp"
    }
  }
}

TypeScript Bridge (Alternative)

  1. Install the server: npx unreal-engine-mcp-server
  2. Configure MCP client to run the CLI with Node.js

FAQ

Does this work with Blueprint-only projects?
Yes, using pre-built plugin binaries. The plugin can be installed without compilation, making it compatible with Blueprint-only projects.
Can I use this for network rendering?
Yes, by setting MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true and enabling capability token authentication for secure remote access.

Compare Unreal_mcp with

GitHub →

Last updated · Auto-generated from public README + GitHub signals.