by ChiR24
A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through the native C++ Automation Bridge plugin. Built with TypeScript and C++.
# Add to your Claude Code skills
git clone https://github.com/ChiR24/Unreal_mcpA comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.
| Category | Capabilities | |----------|-------------| | Asset Management | Browse, import, duplicate, rename, delete assets; create materials | | Actor Control | Spawn, delete, transform, physics, tags, components | | Editor Control | PIE sessions, camera, viewport, screenshots, bookmarks | | Level Management | Load/save levels, streaming, World Partition, data layers | | Animation & Physics | Animation BPs, state machines, ragdolls, vehicles, constraints | | Visual Effects | Niagara particles, GPU simulations, procedural effects, debug shapes | | Sequencer | Cinematics, timeline control, camera animations, keyframes | | Graph Editing | Blueprint, Niagara, Material, and Behavior Tree graph manipulation | | Audio | Sound cues, audio components, sound mixes, ambient sounds | | System | Console commands, UBT, tests, logs, project settings, CVars |
Option A: NPX (Recommended)
npx unreal-engine-mcp-server
Option B: Clone & Build
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js
The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.
Method 1: Copy Folder
Copy: Unreal_mcp/plugins/McpAutomationBridge/
To: YourUnrealProject/Plugins/McpAutomationBridge/
Regenerate project files after copying.
Method 2: Add in Editor
Unreal_mcp/plugins/McpAutomationBridge folderVideo Guide:
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
⚠️ First-Time Project Open: When opening the project directly (double-click
.uproject) for the first time, UE will prompt "Would you like to rebuild them now?" for missing modules. Click Yes to rebuild. After the rebuild completes, you may still see: "Plugin 'McpAutomationBridge' failed to load because module could not be loaded." This is expected — UE rebuilds successfully but doesn't reload the plugin in the same session. Simply close and reopen the project and the plugin will load correctly. Alternatively, build via Visual Studio first to avoid this.
Enable via Edit → Plugins, then restart the editor.
| Plugin | Required For | |--------|--------------| | MCP Automation Bridge | All automation operations | | Editor Scripting Utilities | Asset/Actor subsystem operations | | Niagara | Visual effects and particle systems |
| Plugin | Required For |
|--------|--------------|
| Level Sequence Editor | manage_sequence operations |
| Control Rig | animation_physics operations |
| GeometryScripting | manage_geometry operations |
| Behavior Tree Editor | manage_behavior_tree operations |
| Niagara Editor | Niagara authoring |
| Environment Query Editor | AI/EQS operations |
| Gameplay Abilities | manage_gas operations |
| MetaSound | manage_audio MetaSound authoring |
| StateTree | manage_ai State Tree operations |
| Smart Objects | AI smart object operations |
| Enhanced Input | manage_input operations |
| Chaos Cloth | Cloth simulation |
| Interchange | Asset import/export |
| Data Validation | Data validation |
| Procedural Mesh Component | Procedural geometry |
| OnlineSubsystem | Session/networking operations |
| OnlineSubsystemUtils | Session/networking operations |
💡 Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed.
Add to your Claude Desktop / Cursor config file:
Using Clone/Build:
{
"mcpServers": {
"unreal-engine": {
"command": "node",
"args": ["path/to/Unreal_mcp/dist/cli.js"],
"env": {
"UE_PROJECT_PATH": "C:/Path/To/YourProject",
"MCP_AUTOMATION_PORT": "8091"
}
}
}
}
Using NPX:
{
"mcpServers": {
"unreal-engine": {
"command": "npx",
"args": ["unreal-engine-mcp-server"],
"env": {
"UE_PROJECT_PATH": "C:/Path/To/YourProject"
}
}
}
}
# Required
UE_PROJECT_PATH="C:/Path/To/YourProject"
# Automation Bridge
MCP_AUTOMATION_HOST=127.0.0.1
MCP_AUTOMATION_PORT=8091
# LAN Access (optional)
# SECURITY: Set to true to allow binding to non-loopback addresses (e.g., 0.0.0.0)
# Only enable if you understand the security implications.
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=false
# Logging
LOG_LEVEL=info # debug | info | warn | error
# Optional
MCP_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000
# Custom content mount points (comma-separated)
# Plugins with CanContainContent register mount points beyond /Game/.
# MCP_ADDITIONAL_PATH_PREFIXES=/ProjectObject/,/ProjectAnimation/
By default, the automation bridge only binds to loopback addresses (127.0.0.1) for security. To enable access from other machines on your network:
TypeScript (MCP Server):
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true
MCP_AUTOMATION_HOST=0.0.0.0
Unreal Engine Plugin:
0.0.0.0⚠️ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules.
36 MCP tools with action-based dispatch for comprehensive Unreal Engine automation.
| Tool | Description |
|------|-------------|
| manage_asset | Assets, Materials, Render Targets, Behavior Trees |
| control_actor | Spawn, delete, transform, physics, tags |
| control_editor | PIE, Camera, viewport, screenshots |
| manage_level | Load/Save, World Partition, streaming |
| system_control | UBT, Tests, Logs, Project Settings, CVars |
| inspect | Object Introspection |
| manage_pipeline | Build automation, UBT compilation, status checks |
| manage_tools | Dynamic tool management (enable/disable at runtime) |
| Tool | Description |
|------|-------------|
| manage_lighting | Spawn lights, GI, shadows, build lighting, list_light_types |
| manage_level_structure | Level creation, sublevels, World Partition, data layers, HLOD |
| manage_volumes | Trigger volumes, blocking, physics, audio, navigation volumes |
| manage_navigation | NavMesh settings, nav modifiers, nav links, smart links, pathfinding |
| build_environment | Landscape, Foliage, Procedural |
| manage_splines | Spline creation, spline mesh deformation |
| Tool | Description |
|------|-------------|
| animation_physics | Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces |
| manage_skeleton | Skeleton, sockets, physics assets, cloth binding |
| manage_geometry | Procedural mesh creation (Geometry Script) |
| Tool | Description |
|------|-------------|
| manage_effect | Niagara, Particles, Debug Shapes, GPU simulations |
| manage_material_authoring | Material creation, expressions, landscape layers |
| manage_texture | Texture creation, modification, compression settings |
| `m
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