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UE-MCP

Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 23 category tools covering 678+ actions, plus a YAML flow engine for multi-step workflows.

flowchart LR
    AI[AI Assistant] -->|stdio| MCP[MCP Server<br/>TypeScript / Node.js]
    MCP -->|WebSocket<br/>JSON-RPC| Plugin[C++ Bridge Plugin<br/>inside Unreal Editor]
    Plugin -->|UE API| Editor[Editor Subsystems]
    MCP -->|direct fs| FS[Config INI<br/>C++ Headers<br/>Asset Listing]
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Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, GAS, networking, sequencer, build pipeline — all programmable through natural language.

Quick Start

npx ue-mcp init

The interactive setup will:

  1. Find your .uproject (auto-detects in current directory)
  2. Let you choose which tool categories to enable
  3. Deploy the C++ bridge plugin to your project
  4. Enable required UE plugins (Niagara, PCG, GAS, etc.)
  5. Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor, Codex)

Restart the editor once after setup to load the bridge plugin. To update later: npx ue-mcp update

Then ask your AI:

project(action="get_status")        — verify connection
level(action="get_outliner")        — see what's in the level
asset(action="list")                — browse project assets

Manual Configuration

If you prefer to configure manually, add to your MCP client config:

{
  "mcpServers": {
    "ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
    }
  }
}

Documentation

https://ue-mcp.com/docs

What Can It Do?

Category Examples
Levels Place/move/delete actors, spawn lights and volumes, manage splines, actor bounds
Blueprints Read/write graphs, add nodes, connect pins, compile, CDO property access
Materials Create materials and instances, author expression graphs
Assets CRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav
Animation Anim blueprints, montages, blendspaces, skeletons
VFX Niagara systems, emitters, parameters
Landscape Sculpt terrain, paint layers, import heightmaps
PCG Author and execute Procedural Content Generation graphs
Gameplay Physics, collision, navigation, navmesh inspection, behavior trees, EQS, perception, PIE damage
GAS Gameplay Ability System — attributes, abilities, effects, cues
Networking Replication, dormancy, relevancy, net priority
UI UMG widgets, editor utility widgets and blueprints, runtime delegate inspection
Editor Console, Python, PIE, viewport, sequencer, build pipeline, logs
Reflection Class/struct/enum introspection, gameplay tags

Supported Platforms

  • Windows — UE 5.4–5.8
  • Linux — UE 5.6+ (contributed by @robinduckett)

Requires PythonScriptPlugin (ships with UE 4.26+).

If you clone this repo to contribute, install git-lfs first - the bundled test project stores .uasset / .umap via LFS and plain git clone will leave them as pointer files.

Contributing

Issues and pull requests welcome. If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically — this helps us prioritize which native handlers to add next.

License

UE-MCP is licensed under the MIT License. Use it freely in personal, educational, and commercial projects. See LICENSE.

Contributions are accepted under the same MIT License (inbound contributions are licensed under the project's outbound license).

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Complete Unreal Engine development toolkit exposed as MCP tools.

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