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Unreal_mcp

par ChiR24 · ChiR24/Unreal_mcp

Drive Unreal Engine 5 from Claude — spawn actors, manage assets, run PIE, edit Blueprints, record cinematics via a native C++ automation bridge.

Unreal_mcp pairs a TypeScript MCP server with a C++ plugin you drop into your UE project. Exposes ~36 tools across asset/actor/level/sequencer/blueprint/effect/audio/system domains. Works with UE 5.0-5.7.

Pourquoi l'utiliser

Fonctionnalités clés

Démo en direct

Aperçu en pratique

unreal.replay ▶ prêt
0/0

Installer

Choisissez votre client

~/Library/Application Support/Claude/claude_desktop_config.json  · Windows: %APPDATA%\Claude\claude_desktop_config.json
{
  "mcpServers": {
    "unreal": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/ChiR24/Unreal_mcp"
      ],
      "_inferred": true
    }
  }
}

Ouvrez Claude Desktop → Settings → Developer → Edit Config. Redémarrez après avoir enregistré.

~/.cursor/mcp.json · .cursor/mcp.json
{
  "mcpServers": {
    "unreal": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/ChiR24/Unreal_mcp"
      ],
      "_inferred": true
    }
  }
}

Cursor utilise le même schéma mcpServers que Claude Desktop. La config projet l'emporte sur la globale.

VS Code → Cline → MCP Servers → Edit
{
  "mcpServers": {
    "unreal": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/ChiR24/Unreal_mcp"
      ],
      "_inferred": true
    }
  }
}

Cliquez sur l'icône MCP Servers dans la barre latérale Cline, puis "Edit Configuration".

~/.codeium/windsurf/mcp_config.json
{
  "mcpServers": {
    "unreal": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/ChiR24/Unreal_mcp"
      ],
      "_inferred": true
    }
  }
}

Même format que Claude Desktop. Redémarrez Windsurf pour appliquer.

~/.continue/config.json
{
  "mcpServers": [
    {
      "name": "unreal",
      "command": "TODO",
      "args": [
        "See README: https://github.com/ChiR24/Unreal_mcp"
      ]
    }
  ]
}

Continue utilise un tableau d'objets serveur plutôt qu'une map.

~/.config/zed/settings.json
{
  "context_servers": {
    "unreal": {
      "command": {
        "path": "TODO",
        "args": [
          "See README: https://github.com/ChiR24/Unreal_mcp"
        ]
      }
    }
  }
}

Ajoutez dans context_servers. Zed recharge à chaud à la sauvegarde.

claude mcp add unreal -- TODO 'See README: https://github.com/ChiR24/Unreal_mcp'

Une seule ligne. Vérifiez avec claude mcp list. Supprimez avec claude mcp remove.

Cas d'usage

Usages concrets : Unreal_mcp

How to prototype an Unreal level from natural language

👤 Indie devs, level designers iterating fast ⏱ ~20 min intermediate

Quand l'utiliser : You want to rough-in a scene without clicking through content browser menus.

Prérequis
  • Unreal Engine 5.x project with McpAutomationBridge plugin enabled — Copy plugins/McpAutomationBridge into your project's Plugins folder, restart editor
  • UE_PROJECT_PATH env var — Absolute path to your .uproject file
Déroulement
  1. Spawn the basics
    Create a new empty level 'Prototype_01'. Spawn a ThirdPersonCharacter at origin, a DirectionalLight at 30° pitch, and a floor plane.✓ Copié
    → Level saved with the three actors
  2. Populate props
    Scatter 20 instances of StaticMesh_Tree in a 50m radius. Add SkySphere with a sunset preset.✓ Copié
    → Visible trees + sunset atmosphere
  3. Enter PIE to playtest
    Start Play In Editor and capture a screenshot after 3 seconds.✓ Copié
    → Screenshot showing the running scene

Résultat : A playable whitebox scene in under 10 minutes.

Pièges
  • Plugin version mismatch with UE version — Rebuild the plugin against your exact UE version; check UBT output
  • Port 8091 already in use — Set MCP_AUTOMATION_PORT to a free port in both env and plugin settings
Combiner avec : filesystem

Edit Unreal Blueprint graphs from Claude conversationally

👤 Gameplay programmers ⏱ ~15 min advanced

Quand l'utiliser : You need to add a simple node or variable without breaking flow from coding.

Déroulement
  1. Identify the target BP
    List all Blueprints under /Game/Characters. Return paths.✓ Copié
    → List
  2. Add a node
    In BP_PlayerCharacter, add a PrintString node connected to BeginPlay, text 'Hello from MCP'.✓ Copié
    → BP recompiles cleanly; PIE shows the text

Résultat : Small BP changes without alt-tabbing.

Pièges
  • BP compile errors silently fail — Always ask for the compile log after an edit

Automate Unreal marketing screenshots across camera angles

👤 Marketing, community managers ⏱ ~15 min intermediate

Quand l'utiliser : You need 10 beauty shots of your game for a trailer or press kit.

Déroulement
  1. Define camera positions
    Given these 10 transforms [list], move the editor camera to each and capture a 4K screenshot.✓ Copié
    → 10 PNGs in ./Saved/Screenshots
  2. Batch rename
    Rename them to <level>_<angle>_<timestamp>.png✓ Copié
    → Clean filenames

Résultat : Press-kit-ready screenshots in minutes.

Combiner avec : filesystem

Combinaisons

Associez-le à d'autres MCPs pour un effet X10

unreal + filesystem

Store procedurally generated level definitions as JSON, rebuild levels from them

Read ./levels/forest.json, create a new UE level and spawn the actors described.✓ Copié

HUD mockups in Figma → Widget Blueprint in UE

Export the selected HUD frame from Figma; recreate the layout in a UMG Widget Blueprint in my UE project.✓ Copié

Outils

Ce que ce MCP expose

OutilEntréesQuand appelerCoût
manage_asset action: import|duplicate|delete|rename, path, params Asset CRUD 0
control_actor action: spawn|destroy|move|set_prop, class, transform Scene composition 0
control_editor action: pie_start|pie_stop|screenshot|set_camera Editor-level ops 0
manage_level action: new|save|load|stream, name Level lifecycle 0
manage_blueprint action: create|add_node|compile, bp_path BP editing 0
manage_sequence action: create|add_track|play, sequence Cinematics 0
system_control action: console|build|test, args Project-level automation 0

Coût et limites

Coût d'exécution

Quota d'API
None — local
Tokens par appel
100–2000 per tool
Monétaire
Free; requires Unreal Engine (also free up to thresholds)
Astuce
Batch operations inside a single transaction — single undo entry and faster

Sécurité

Permissions, secrets, portée

Stockage des identifiants : None
Sortie de données : Localhost only (MCP_AUTOMATION_PORT)

Dépannage

Erreurs courantes et correctifs

Plugin not found / editor crashes on load

Rebuild against current UE version: right-click .uproject → Generate Project Files → rebuild in IDE

Vérifier : Plugin shows as 'Enabled' in Edit → Plugins
Automation port refused

Ensure UE editor is running and the plugin has started its listener (check Output Log for 'MCP bridge listening')

Vérifier : telnet 127.0.0.1 8091
Asset import fails silently

Check UE's Message Log — many errors surface there but not to MCP

Alternatives

Unreal_mcp vs autres

AlternativeQuand l'utiliserCompromis
UE Python scriptingYou want direct Python control and don't need an agent layerNo MCP, no LLM-friendly surface
Blender MCPYou're in Blender not UnrealDifferent engine entirely

Plus

Ressources

📖 Lire le README officiel sur GitHub

🐙 Voir les issues ouvertes

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