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, Movie Render Queue, media, Take Recorder, replay |
| 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-v0.5.30-UE5.7-Linux.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 |
| Python Editor Script Plugin | Python-backed editor automation helpers |
| Editor Scripting Utilities | Asset/Actor subsystem operations |
| Niagara | Visual effects and particle systems |
| Gameplay Abilities | manage_gas operations |
| Smart Objects | AI smart object operations |
| Plugin | Required For |
|---|---|
| Level Sequence Editor | manage_sequence operations |
| Movie Render Pipeline | manage_sequence Movie Render Queue operations |
| Movie Pipeline Mask Render Pass | Object-ID render pass |
| Takes | manage_sequence Take Recorder operations |
| Electra Player | manage_sequence file-backed media playback |
| 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 |
| MetaSound | manage_audio MetaSound authoring |
| StateTree | manage_ai State Tree operations |
| Enhanced Input | manage_networking input mapping operations |
| Chaos Cloth | Cloth simulation |
| Interchange | Asset import/export |
| Data Validation | Data validation |
| PCG | manage_pcg graph authoring and execution when enabled for the build |
| 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. PCG support is compiled for source projects when the project explicitly enables PCG. Versioned release packages for UE 5.2+ include PCG support.
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.
Note: the bAllowNonLoopback setting now applies to both the WebSocket bridge and the native MCP transport. Enabling it binds both surfaces to non-loopback addresses. If you only need LAN access for the WebSocket bridge, do not enable bAllowNonLoopback and instead expose the bridge via a reverse proxy. When bAllowNonLoopback is enabled, always also enable bRequireCapabilityToken — the default-allow loopback posture means any LAN client can otherwise call any tool without authentication.
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 cUnreal_mcp is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built 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++. It has 784 GitHub stars.
Yes. Unreal_mcp passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.
Clone the repository with "git clone https://github.com/ChiR24/Unreal_mcp" and add it to your Claude Code skills directory (see the Installation section above).
Unreal_mcp is primarily written in C++. It is open-source under ChiR24 on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh Unreal_mcp against similar tools.
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