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_mcpGuides for using ai agents skills like Unreal_mcp.
Last scanned: 5/12/2026
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}A 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, lighting | | 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 |
Choose your transport:
Skip this step if using Option A: Native MCP Transport (Step 4A below).
NPX (Recommended):
npx unreal-engine-mcp-server
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.
Your project must have a code target (.sln or .xcworkspace).
Blueprint-only projects cannot compile native plugins — to convert, add any class via Tools > New C++ Class in the editor.
Method 1: Copy Folder
Copy: Unreal_mcp/plugins/McpAutomationBridge/
To: YourUnrealProject/Plugins/McpAutomationBridge/
Method 2: External Plugin Directory (no copy needed)
Unreal_mcp/plugins/This saves the path in your .uproject file so the plugin stays linked without copying.
The plugin compiles automatically when you open the project — UE detects the .uplugin + Source/ and runs UnrealBuildTool.
Video Guide:
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
⚠️ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" — click Yes. If instead you see "Missing Modules — McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." — open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.
Build the plugin once, then distribute the compiled binaries — no IDE or compilation needed on the target machine.
1. Build:
# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6
# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6
This produces a zip like McpAutomationBridge-v0.1.4-UE5.6-Mac.zip.
2. Install: unzip into YourProject/Plugins/ and open the project. That's it — no compilation step.
Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5, 5.7, or 5.8.
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_ai 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_networking input mapping 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.
The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP — no TypeScript bridge, no Node.js, no npm.
Enable in Unreal:
3000)Configure your MCP client to use Streamable HTTP transport at:
http://localhost:3000/mcp
Claude Code:
claude mcp add unreal-engine --transport http http://localhost:3000/mcp
Or manually in ~/.claude/settings.json or project .mcp.json:
{
"mcpServers": {
"unreal-engine": {
"type": "url",
"url": "http://localhost:3000/mcp"
}
}
}
Cursor (.cursor/mcp.json):
{
"mcpServers": {
"unreal-engine": {
"url": "http://localhost:3000/mcp"
}
}
}
Verify it works:
● MCP :3000 (2) in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings.LogMcpNativeTransport to see connections, tool calls, and session activity:
LogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp
LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1)
LogMcpNativeTransport: tools/call: inspect (RequestId=...)
LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)
Features:
manage_toolsexecute_python action (inline code or .py files)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:
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