Ue
Unreal Engine MCP server โ 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 450+ 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 โ all programmable through natural language.
Quick Start
npx ue-mcp init
The 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") โ verify connection
level(action="get_outliner") โ see what's in the level
asset(action="list") โ browse project assets
Manual 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 โ Installation, configuration, first run
- Architecture โ How the pieces fit together
- Tool Reference - All 19 tools with 450+ actions
- Flows - YAML flow engine, custom tasks, rollback, hooks
- Configuration โ
.ue-mcp.jsonand MCP client config - Neon Shrine Demo โ Interactive guided demo
- Feedback โ Agent feedback system
- Troubleshooting โ Common issues and fixes
- Development โ Building, testing, contributing
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 โ 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 โ UE 5.4โ5.7
- Linux โ 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 โ this helps us prioritize which native handlers to add next.
License
UE-MCP is licensed under the Business Source License 1.1 with a commercial license available for production use outside the Additional Use Grant.
- Individuals, students, and educational institutions use UE-MCP free under BUSL-1.1's Additional Use Grant. Each release converts to Apache 2.0 after four years. See LICENSE.
- Game studios, publishers, contract developers, and commercial entities using UE-MCP in proprietary products, internal pipelines, or paid services require a commercial license. See COMMERCIAL-LICENSE.md and ue-mcp.com/pricing.
Contributions are accepted under the terms of the Contributor License Agreement. See CLA.md.
