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2 months ago
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Documentation & install
Readme and setup notes from the catalogue, plus a client-ready config you can copy for your MCP host.
Installation
Add the following to your MCP client configuration file.
Configuration
View docs{
"mcpServers": {
"chir24-unreal_mcp": {
"command": "npx",
"args": [
"unreal-engine-mcp-server"
],
"env": {
"LOG_LEVEL": "info",
"UE_PROJECT_PATH": "C:/Path/To/YourProject",
"ASSET_LIST_TTL_MS": "10000",
"MCP_AUTOMATION_HOST": "127.0.0.1",
"MCP_AUTOMATION_PORT": "8091",
"MCP_AUTOMATION_ALLOW_NON_LOOPBACK": "false",
"MCP_AUTOMATION_REQUEST_TIMEOUT_MS": "120000"
}
}
}
}You will learn how to use the Unreal Engine MCP Server to remotely automate and control Unreal Engine workflows through a native C++ Automation Bridge plugin. This server enables AI assistants and external clients to manage assets, actors, levels, visuals, audio, sequences, and many editor-driven operations via a designated MCP API and tooling built with TypeScript and C++.
How to use
You connect to the MCP Server from an MCP client by starting the server and launching the Unreal Engine plugin. Use the recommended npm approach to run the server, or start it via a local runtime after building. Once running, you send automation requests to perform asset management, actor control, level operations, visuals, audio, and more through the available tools. The server handles authentication, connection retries, and safety checks to prevent dangerous commands from being executed.
How to install
Prerequisites you need before installing include Node.js version 18 or newer and Unreal Engine versions 5.0 through 5.7.
# Option A: NPX (Recommended)
npx unreal-engine-mcp-server
# Option B: Clone & Build
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js
Configuration basics
Configure the MCP client to connect to the server. When using the clone/build path, you start the server with node dist/cli.js after you have built the project. When using NPX, you start the server directly with npx unreal-engine-mcp-server. The client configuration requires the path to your Unreal project and the port for the automation bridge.
Environment and startup details
Environment variables you will commonly set include the Unreal project path and the automation bridge port. You can also control logging levels and network exposure. The server defaults to loopback binding for security, but you can enable LAN access if you understand the security implications.
Available tools
manage_asset
Assets, Materials, Render Targets, Behavior Trees: create, import, rename, delete, and manage assets and related resources.
control_actor
Spawn, delete, transform, apply physics, manage tags and components for actors.
control_editor
Operate PIE sessions, control camera, viewport, take screenshots, and manage editor bookmarks.
manage_level
Load and save levels, handle streaming, World Partition, and data layers.
system_control
Run console commands, manage build tools, access logs, tests, and project settings.
inspect
Inspect objects and introspect runtime information.
manage_pipeline
Automate build steps, compile statuses, and related automation pipelines.
manage_tools
Dynamically enable or disable tools at runtime.
manage_lighting
Spawn lights, configure global illumination, shadows, and lighting builds.
manage_level_structure
Create levels, manage sublevels, partitions, data layers, and HLOD.
manage_volumes
Control trigger volumes, physics, audio, and navigation volumes.
manage_navigation
Configure NavMesh, modifiers, links, and pathfinding settings.
build_environment
Create landscapes, foliage, and procedural environments.
manage_splines
Create and edit spline systems and deformation.
animation_physics
Handle Animation Blueprints, vehicles, ragdolls, Control Rig, IK, and blend spaces.
manage_skeleton
Manage skeletons, sockets, physics assets, and cloth bindings.
manage_geometry
Procedural mesh creation and manipulation via Geometry Script.
manage_effect
Control Niagara effects, particles, debug shapes, and GPU simulations.
manage_material_authoring
Create and edit materials, with expressions and landscape layers.
manage_texture
Create and modify textures and compression settings.
manage_blueprint
Create, edit, and manipulate Blueprint graphs and nodes.
manage_sequence
Control Sequencer, cinematics, and list track types.
manage_performance
Profiling, optimization, and scalability tooling.
manage_audio
Manage audio assets, components, sound cues, MetaSounds, and attenuation.
manage_input
Handle Enhanced Input actions and contexts.
manage_behavior_tree
Edit Behavior Tree graphs for AI.
manage_ai
Manage AI controllers, EQS, perception, state trees, and smart objects.
manage_gas
Work with Gameplay Ability System: abilities, effects, attributes.
manage_character
Create and control characters, locomotion, and related systems.
manage_combat
Weapons, projectiles, damage, and melee combat systems.
manage_inventory
Items, equipment, loot tables, and crafting.
manage_interaction
Interactables, destructibles, and triggers.
manage_widget_authoring
Create and style UMG widgets, manage layouts and animations.
manage_networking
Handle replication, RPCs, and networked gameplay features.
manage_game_framework
Game modes, states, controllers, and match flow.
manage_sessions
Manage sessions, LAN, and voice chat.