Unreal

UnrealEngine-ai-mcp
  • python

3

GitHub Stars

python

Language

6 months ago

First Indexed

2 months ago

Catalog Refreshed

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": {
    "gingerol-unrealengine-ai-mcp": {
      "command": "python",
      "args": [
        "unreal_mcp_server.py"
      ],
      "env": {
        "PYTHONPATH": "<PYTHONPATH>",
        "UNREAL_ENGINE_PATH": "C:/Program Files/Epic Games/UE_5.5"
      }
    }
  }
}

You can connect natural language commands to Unreal Engine using the Model Context Protocol (MCP). This bridge lets you create and modify Blueprints, spawn actors, adjust components and widgets, and automate project setup through simple text prompts or Python scripts, enabling faster prototyping and more dynamic in-editor workflows.

How to use

Start the MCP server to expose Unreal Engine controls over MCP. From your client, issue commands to create or modify actors, build Blueprints, adjust transforms, or manage UI widgets. You can run example scripts to see common workflows, such as spawning a cube, creating a rotating blueprint, or assembling a simple game scene. The server handles the heavy lifting, translating your commands into Unreal Engine actions.

How to install

Prerequisites you need before installing and running the MCP server:

  • Unreal Engine 5.5 or later with Python support enabled
  • Python 3.10 or later
  • A package manager for Python workflows (uv is recommended) or use pip directly

Install the MCP server and dependencies with one of these options:

# Option 1: using uv (recommended)
uv pip install -e .
# Option 2: using pip directly
pip install -e .

Ensure Unreal Engine is running and that Python support is enabled in your project. Then start the MCP server to register all available tools for Unreal Engine interaction.

Additional content

Configuration and tool categories you will interact with once the server is running include editor tools for finding and manipulating actors, blueprint tools for creating and modifying Blueprint assets, node tools for Blueprint graphs, project tools for level and input management, and UMG tools for widget creation and binding. You can extend the MCP by adding new tools to the appropriate modules, and you will need to register each tool with the MCP server so it becomes callable from your MCP client.

Troubleshooting tips: make sure Unreal Engine is running before starting the MCP server, verify that Python support is enabled in your Unreal project, ensure the MCP server is listening for commands, and check the console for error messages.

Available tools

spawn_actor

Spawn a new actor in the current level with configurable properties such as location, rotation, and scale.

create_blueprint

Create a new Blueprint asset and add components or logic graphs.

set_actor_transform

Set the world or local transform (position, rotation, scale) of an actor.

take_screenshot

Capture a screenshot of the current viewport for documentation or debugging.

select_actor

Select a specific actor in the editor for subsequent operations.

add_component

Add a component to an existing Blueprint or actor.

remove_component

Remove a component from a Blueprint or actor.

compile_blueprint

Compile a Blueprint to ensure its nodes and properties are valid.

create_widget_blueprint

Create a UMG Widget Blueprint for in-game UI.

bind_widget_event

Bind events to widget interactions like button presses.

set_project_settings

Modify project-wide settings such as input mappings and game rules.

create_level

Create or load a level and populate it with initial actors or layout.

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