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UnrealEngine Bridge
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python
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3 months ago
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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.