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Unreal_mcp

제작: 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.

왜 쓰나요

핵심 기능

라이브 데모

실제 사용 모습

unreal.replay ▶ 준비됨
0/0

설치

클라이언트 선택

~/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
    }
  }
}

Claude Desktop → Settings → Developer → Edit Config 열기. 저장 후 앱 재시작.

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

Cursor는 Claude Desktop과 동일한 mcpServers 스키마 사용. 프로젝트 설정이 전역보다 우선.

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

Cline 사이드바의 MCP Servers 아이콘 클릭 후 "Edit Configuration" 선택.

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

Claude Desktop과 같은 형식. Windsurf 재시작 후 적용.

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

Continue는 맵이 아닌 서버 오브젝트 배열 사용.

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

context_servers에 추가. 저장 시 Zed가 핫 리로드.

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

한 줄 명령. claude mcp list로 확인, claude mcp remove로 제거.

사용 사례

실전 활용법: Unreal_mcp

How to prototype an Unreal level from natural language

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

언제 쓸까: You want to rough-in a scene without clicking through content browser menus.

사전 조건
  • 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
흐름
  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.✓ 복사됨
    → 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.✓ 복사됨
    → Visible trees + sunset atmosphere
  3. Enter PIE to playtest
    Start Play In Editor and capture a screenshot after 3 seconds.✓ 복사됨
    → Screenshot showing the running scene

결과: A playable whitebox scene in under 10 minutes.

함정
  • 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
함께 쓰기: filesystem

Edit Unreal Blueprint graphs from Claude conversationally

👤 Gameplay programmers ⏱ ~15 min advanced

언제 쓸까: You need to add a simple node or variable without breaking flow from coding.

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

결과: Small BP changes without alt-tabbing.

함정
  • 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

언제 쓸까: You need 10 beauty shots of your game for a trailer or press kit.

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

결과: Press-kit-ready screenshots in minutes.

함께 쓰기: filesystem

조합

다른 MCP와 조합해 10배 효율

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.✓ 복사됨

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.✓ 복사됨

도구

이 MCP가 노출하는 것

도구입력언제 호출비용
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

비용 및 제한

운영 비용

API 쿼터
None — local
호출당 토큰
100–2000 per tool
금액
Free; requires Unreal Engine (also free up to thresholds)
Batch operations inside a single transaction — single undo entry and faster

보안

권한, 시크릿, 파급범위

자격 증명 저장: None
데이터 외부 송신: Localhost only (MCP_AUTOMATION_PORT)

문제 해결

자주 발생하는 오류와 해결

Plugin not found / editor crashes on load

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

확인: 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')

확인: telnet 127.0.0.1 8091
Asset import fails silently

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

대안

Unreal_mcp 다른 것과 비교

대안언제 쓰나단점/장점
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

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리소스

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