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.
Last scanned: 5/30/2026
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}ue-mcp is an open-source mcp servers skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by db-lyon. Complete Unreal Engine development toolkit exposed as MCP tools. It has 274 GitHub stars.
ue-mcp returned warnings in SkillsLLM's automated security scan. It has no critical vulnerabilities, but review the flagged issues in the Security Report section before adding it to your workflow.
Clone the repository with "git clone https://github.com/db-lyon/ue-mcp" and add it to your Claude Code skills directory (see the Installation section above).
ue-mcp is primarily written in C++. It is open-source under db-lyon on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other MCP Servers skills you can browse and compare side by side. Open the MCP Servers category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh ue-mcp against similar tools.
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Review the source code, permissions, dependencies, and configuration before installing or running any third-party skill. Use is at your own risk. To the maximum extent permitted by applicable law, SkillsLLM is not liable for losses arising from third-party software.
Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 24 category tools covering 783+ actions, plus a YAML flow engine for multi-step workflows and an npm plugin system for extending the surface.
On UE 5.8+ it also wraps Epic's entire native AI Toolset Registry - 830 official Unreal tools, called in-process and surfaced as epic_* actions in the matching category: Sequencer in animation, PCG in pcg, static meshes in asset.
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, StateTree, GAS, networking, sequencer, build pipeline - all programmable through natural language.
Filesystem reads (INI config, C++ headers, asset listing) work with the editor closed, so an agent can explore the project before anything is running.
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 talk to your AI in plain English:
"Check the UE-MCP connection and tell me what's in the current level."
"Place a point light 300 units above the player start, intensity 5000, warm white."
"Create an emissive material that pulses, and apply it to every cube in the level."
"Build the project in Development and report any compile errors."
npx ue-mcp doctor
Most first-run failures are one of three things: the editor hasn't been restarted since init, the bridge plugin failed to compile (check the editor's Output Log for UE_MCP_Bridge), or the editor is open on a different project than the one configured. See Troubleshooting.
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"]
}
}
}
UE-MCP ships a built-in 19-step demo that builds a complete procedural scene - landscape, PCG scatter, Niagara VFX, materials, lighting, and a playable blueprint - entirely through the bridge:
demo(action="step", stepIndex=1) ... through 19
demo(action="cleanup") restores the level
Nothing is pre-authored. Every asset in the scene is created by the agent at runtime. Full walkthrough: Neon Shrine Demo.
| Category | Examples |
|---|---|
| Levels | Place/move/delete actors, spawn lights and volumes, manage splines, actor bounds, water bodies |
| Blueprints | Read/write graphs, add nodes, connect pins, compile, CDO and component property access |
| Materials | Create materials and instances, author expression graphs, set parameters |
| Assets | CRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav |
| Animation | Anim blueprints, montages, blendspaces, skeletons |
| VFX | Niagara systems, emitters, modules, renderers, parameters |
| Landscape | Sculpt terrain, paint weight layers, materials, splines, proxies |
| Foliage | Painting, foliage types, instance queries |
| PCG | Author and execute Procedural Content Generation graphs |
| Audio | SoundCues, MetaSounds, attenuation, ambient audio, submixes |
| UI | UMG widgets, editor utility widgets and blueprints, runtime delegate inspection |
| Gameplay | Physics, collision, navigation, navmesh inspection, behavior trees, EQS, perception, input |
| StateTree | States, tasks, conditions, transitions, bindings, evaluators, parameters |
| Chooser | Chooser tables, columns, rows, result assets |
| GAS | Gameplay Ability System - attributes, abilities, effects, cues, actor stand-up |
| Networking | Replication, dormancy, relevancy, net priority |
| Editor | Console, Python, PIE, viewport, sequencer, build pipeline, logs, editor lifecycle |
| Reflection | Class/struct/enum introspection, gameplay tags, SaveGame inspection |
| Project | Status, INI config, C++ source/header parsing, build |
| Fab | Import assets from your owned Fab library |
| Plugins | Install, configure, and provision UE-MCP extension plugins |
| Epic | Toolset Registry discovery, direct tool calls, agent skills (UE 5.8+) |
| Dataflow | Dataflow graph nodes, pins, variables, templates (UE 5.8+) |
| Conversation | Dialogue graph nodes, speakers, entry points (UE 5.8+) |
| Demo | Built-in 19-step Neon Shrine procedural scene |
| Feedback | Submit tool-gap reports as GitHub issues |
Full parameter-level reference: Tool Reference.
Any sequence of actions can be captured as a YAML flow in ue-mcp.yml next to your .uproject, then run as one call. Config is hot-reloaded, so you edit and re-run without restarting anything.
ue-mcp:
version: 1
flows:
build_and_check:
description: Build the project and verify the editor is connected
steps:
1:
task: project.build
options:
configuration: Development
2:
task: project.get_status
flow(action="run", flowName="build_and_check")
Every one of the 783+ actions is also a flow task. Flows support step references, retries, rollback, custom tasks in your own .js/.ts, and shell steps. See Flows.
UE-MCP is extensible through npm. A plugin can inject new actions into existing categories, or provision an entirely new category backed by its own C++ handlers.
npm install ue-mcp-<plugin>
Injected actions appear inside the pcg/landscape/etc. tools the agent is already using, so there is nothing extra for it to discover. See Plugins for the consumer view and Plugin Authoring for the contract.
The package ships skills that teach agents the non-obvious parts of driving the editor, and they load automatically in clients that support them:
| Skill | Covers |
|---|---|
ue-mcp-workflow |
Required order of operations, editor lifecycle, project scoping |
ue-mcp-blueprint |
Graph authoring, node discovery, pin wiring, compile loops |
ue-mcp-niagara |
Emitter/module stack authoring and renderer setup |
ue-mcp-native-cpp |
Writing and building native C++ against the bridge |
ue-mcp-epic-routing |
When to route to the epic toolsets vs native handlers |
An agent with write access to your project is a real risk, so the bridge is built with brakes:
created/existed/updated and flows can snapshot git state before a run, so a failed multi-step flow doesn't leave debris.Details: Guards and Handler Conventions.
| Unreal Engine | 5.4-5.8 (Windows), 5.6+ (Linux and macOS). epic category needs 5.8+. |
| Node.js | 18 or newer |
| UE plugins | PythonScriptPlugin (ships with the engine); init enables the rest for you |
| C++ toolchain | Required - the bridge is a C++ plugin and compiles on first editor launch. On Windows that means Visual Studio with the C++ workload; on macOS, Xcode command line tools. |
Editor process control (editor(start_editor) / stop_editor / restart_editor) works on Windows, macOS and Linux. Set UE_EDITOR_PATH if the engine is installed somewhere non-standard.
ue-mcp.yml and MCP client config