UnrealEngine Bridge

Provides an MCP interface to control Unreal Engine 5.7 via a Python-based bridge and a suite of Claude Code tools.
  • python

0

GitHub Stars

python

Language

3 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": {
    "josephoibrahim-unrealengine_bridge": {
      "command": "python",
      "args": [
        "-m",
        "ue_mcp.mcp_server"
      ]
    }
  }
}

You will run an MCP server that bridges Claude Code with Unreal Engine 5.7, enabling autonomous agents to perceive, reason about, and manipulate UE scenes through a Python-based MCP server and a file-based bridge protocol.

How to use

To use this MCP server, connect your Claude Code MCP client to the stdio MCP endpoint provided by the bridge. The server exposes 39 tools grouped into categories that let you create, inspect, and modify Unreal Engine actors, manage materials and blueprints, interact with the editor, and access perception data. Your Claude Code workflows can spawn actors, adjust transforms, query scene details, read and set properties, run editor commands, and trigger visual effects through Niagara and PCG integrations.

Typical usage patterns include: spawning actors to set up test scenes, querying actor details to inform decisions, adjusting transforms to position objects for demonstrations, and using perception tools to capture viewport data for AI reasoning. You can also save and load levels, manage assets, and orchestrate multi-step workflows via the file-based bridge protocol that stores state and responses in JSON and USDA formats.

How to install

Prerequisites: You need Python and Unreal Engine 5.7 installed on your machine, and you should have the UE Bridge plugin available for your UE5 project.

Install the Python dependencies and start the bridge orchestrator that coordinates game flow and USD I/O.

pip install -e ".[dev]"
python bridge_orchestrator.py

MCP configuration example

Add the following MCP configuration to connect Claude Code to the Unreal Engine bridge via a Python-based MCP server. This example runs the MCP server in stdio mode and sets the working directory to your project folder.

{
  "mcpServers": {
    "ue_bridge": {
      "command": "python",
      "args": ["-m", "ue_mcp.mcp_server"],
      "cwd": "C:/Users/User/UnrealEngine_Bridge"
    }
  }
}

Available tools

ue_spawn_actor

Create actors in the level.

ue_delete_actor

Remove actors.

ue_list_actors

Query all actors.

ue_set_transform

Position, rotate, and scale actors.

ue_duplicate_actor

Duplicate an actor with an offset.

ue_get_actor_bounds

Get the axis-aligned bounding box of an actor.

ue_get_actor_details

Retrieve full actor information including class, transform, components, tags, and parent.

ue_query_scene

Filter and search the scene by class, tag, name, and spatial criteria.

ue_get_component_details

Inspect components deeply (mesh, materials, lights, etc.).

ue_get_actor_hierarchy

Return the parent-child attachment tree up to depth 10.

ue_create_material_instance

Create a MaterialInstanceConstant from a parent material.

ue_set_material_parameter

Set scalar, vector, or texture parameters on materials.

ue_get_material_parameters

List all exposed material parameters with their values.

ue_assign_material

Apply a material to an actor's mesh component.

ue_console_command

Execute console commands with safety blocklist enforcement.

ue_undo

Undo the last editor action.

ue_redo

Redo the last undone editor action.

ue_focus_actor

Focus the viewport on a specific actor.

ue_select_actors

Select editor actors by label.

ue_get_property

Read UObject properties.

ue_set_property

Write UObject properties.

ue_find_assets

Search the Content Browser for assets.

ue_create_material

Create a material using wired BaseColor, Roughness, and Metallic nodes.

ue_delete_asset

Delete an asset from the Content Browser.

ue_save_level

Save the current level.

ue_get_level_info

Return level name and actor count.

ue_load_level

Load a level by its content path.

ue_get_world_info

Provide world settings and streaming level information.

ue_create_blueprint

Create a Blueprint asset.

ue_add_component

Add a component to a live actor.

ue_set_component_property

Set a property on an actor component.

ue_set_blueprint_defaults

Set CDO default values for a Blueprint.

ue_compile_blueprint

Compile and save a Blueprint.

ue_get_actor_components

List components on an actor.

ue_spawn_blueprint

Spawn a Blueprint instance.

ue_create_cloner

Create a ClonerEffector instance for cloning.

ue_create_niagara_system

Create a Niagara particle system.

ue_create_pcg_graph

Create a PCG procedural volume graph.

ue_viewport_percept

Capture a viewport screenshot with metadata for AI perception.

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