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Unreal_mcp

by 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.

Why use it

Key features

Live Demo

What it looks like in practice

unreal.replay ▶ ready
0/0

Install

Pick your 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
    }
  }
}

Open Claude Desktop → Settings → Developer → Edit Config. Restart after saving.

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

Cursor uses the same mcpServers schema as Claude Desktop. Project config wins over global.

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

Click the MCP Servers icon in the Cline sidebar, then "Edit Configuration".

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

Same shape as Claude Desktop. Restart Windsurf to pick up changes.

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

Continue uses an array of server objects rather than a map.

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

Add to context_servers. Zed hot-reloads on save.

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

One-liner. Verify with claude mcp list. Remove with claude mcp remove.

Use Cases

Real-world ways to use Unreal_mcp

How to prototype an Unreal level from natural language

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

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

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

Outcome: A playable whitebox scene in under 10 minutes.

Pitfalls
  • 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
Combine with: filesystem

Edit Unreal Blueprint graphs from Claude conversationally

👤 Gameplay programmers ⏱ ~15 min advanced

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

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

Outcome: Small BP changes without alt-tabbing.

Pitfalls
  • 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

When to use: You need 10 beauty shots of your game for a trailer or press kit.

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

Outcome: Press-kit-ready screenshots in minutes.

Combine with: filesystem

Combinations

Pair with other MCPs for X10 leverage

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.✓ Copied

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.✓ Copied

Tools

What this MCP exposes

ToolInputsWhen to callCost
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

Cost & Limits

What this costs to run

API quota
None — local
Tokens per call
100–2000 per tool
Monetary
Free; requires Unreal Engine (also free up to thresholds)
Tip
Batch operations inside a single transaction — single undo entry and faster

Security

Permissions, secrets, blast radius

Credential storage: None
Data egress: Localhost only (MCP_AUTOMATION_PORT)

Troubleshooting

Common errors and fixes

Plugin not found / editor crashes on load

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

Verify: 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')

Verify: 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 others

AlternativeWhen to use it insteadTradeoff
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

More

Resources

📖 Read the official README on GitHub

🐙 Browse open issues

🔍 Browse all 400+ MCP servers and Skills