by db-lyon
Complete Unreal Engine development toolkit exposed as MCP tools.
# Add to your Claude Code skills
git clone https://github.com/db-lyon/ue-mcpGuides for using mcp servers skills like ue-mcp.
Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 21 category tools covering 524+ 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]
Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, GAS, networking, sequencer, build pipeline — all programmable through natural language.
npx ue-mcp init
The interactive setup will:
.uproject (auto-detects in current directory)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
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"]
}
}
}
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.ue-mcp.json and MCP client config| 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 |
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.
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.
UE-MCP is licensed under the Business Source License 1.1 with a commercial license available for production use outside the Additional Use Grant.
Contributions are accepted under the terms of the Contributor License Agreement. See CLA.md.