MCP Directory

Unreal MCP

Control Unreal Engine 5.5 from AI clients — spawn actors, build Blueprints, and wire node graphs via natural language.

Unverified
stdio (local)
No auth
Stale
C++

Add to your client

Copy the config for your MCP client and paste it into its config file.

Install / run
uv --directory <path/to/unreal-mcp/Python> run unreal_mcp_server.py

Paste into ~/Library/Application Support/Claude/claude_desktop_config.json

{
  "mcpServers": {
    "unreal-mcp": {
      "command": "uv",
      "args": [
        "--directory",
        "<path/to/unreal-mcp/Python>",
        "run",
        "unreal_mcp_server.py"
      ]
    }
  }
}

Step-by-step guides: Add to Claude Desktop · Add to Cursor · Add to Windsurf

Before you start

  • Unreal Engine 5.5+
  • Python 3.12+ and the uv package manager
  • The UnrealMCP plugin built into your project (or use the bundled MCPGameProject starter) — requires generating VS project files and building the Development Editor target
  • An MCP client such as Claude Desktop, Cursor, or Windsurf

About Unreal MCP

The system has two halves. The UnrealMCP C++ plugin lives in your project's Plugins folder, integrates with editor subsystems, and listens on TCP port 55557 for JSON commands. The Python side (Python/unreal_mcp_server.py, built on FastMCP) speaks MCP to your client over stdio, loads tool modules from a tools/ directory, and forwards each call to the plugin — so both pieces must be running: the editor with the plugin enabled, and the uv-launched Python server.

Where it goes deeper than most engine integrations is Blueprint authoring. Beyond spawning primitives and setting transforms, the node-graph tools add event nodes (BeginPlay, Tick), input-action nodes, and function-call nodes, connect pins between nodes, add typed variables with defaults, and create component/self references — enough for an agent to assemble a working Pawn Blueprint with physics settings and input mappings from a prompt, then compile_blueprint to make it live.

Getting started is a real build step, not a pip install: use the bundled MCPGameProject (UE 5.5 blank project with the plugin configured) or copy Plugins/UnrealMCP into your own project, generate Visual Studio project files, and build the Development Editor target. The MCP client config then points uv --directory <repo>/Python run unreal_mcp_server.py.

Judge it as a promising experiment rather than a product: the README warns of breaking changes, incomplete features, and outdated docs, and the repo has been quiet since April 2025 while Unreal has moved past 5.5. For prototyping level scaffolding and Blueprint generation on a throwaway branch it's genuinely useful; for production pipelines it is, by its own admission, not ready.

Tools & capabilities (26)

get_actors_in_level

List all actors in the current level

find_actors_by_name

Find actors matching a name pattern

spawn_actor

Create actors (cubes, spheres, lights, cameras, etc.)

delete_actor

Remove an actor from the level

set_actor_transform

Set an actor's position, rotation, and scale

get_actor_properties

Query an actor's properties

set_actor_property

Set a property on an actor

spawn_blueprint_actor

Spawn an actor from a Blueprint class

focus_viewport

Focus the editor viewport on an actor or location

create_blueprint

Create a new Blueprint class

add_component_to_blueprint

Add a component (mesh, camera, light...) to a Blueprint

set_static_mesh_properties

Configure a static mesh component

set_component_property

Set properties on a Blueprint component

set_physics_properties

Configure physics on a component

compile_blueprint

Compile a Blueprint after editing

set_blueprint_property

Set a class-level Blueprint property

set_pawn_properties

Configure Pawn-specific settings on a Blueprint

add_blueprint_event_node

Add event nodes like BeginPlay or Tick to the graph

add_blueprint_input_action_node

Add an input-action event node

add_blueprint_function_node

Add a function call node to the graph

connect_blueprint_nodes

Connect pins between nodes in the graph

add_blueprint_variable

Add a typed variable with default value to a Blueprint

add_blueprint_get_self_component_reference

Add a get-component-reference node

add_blueprint_self_reference

Add a self reference node

find_blueprint_nodes

Find and inspect nodes in a Blueprint graph

create_input_mapping

Create input mappings for player controls

When to use it

  • Scaffold a level from a prompt: spawn and place actors, lights, and cameras without touching the viewport
  • Generate a Blueprint class with components, physics settings, and pawn configuration from a description
  • Wire BeginPlay/input-action node graphs programmatically for rapid gameplay prototyping
  • Experiment with editor automation before writing your own MCP tool modules on top

Quick setup

  1. 1Clone the repo and either open MCPGameProject (UE 5.5 starter with the plugin preconfigured) or copy MCPGameProject/Plugins/UnrealMCP into your project's Plugins folder
  2. 2Right-click the .uproject → Generate Visual Studio project files, open the .sln, and build the Development Editor target; enable the plugin under Edit → Plugins if needed
  3. 3Set up the Python side per Python/README.md (Python 3.12+, uv)
  4. 4Add the MCP config to your client: command uv, args ["--directory", "<path>/Python", "run", "unreal_mcp_server.py"] (config file locations per client are listed in the README)
  5. 5Open the project in the editor, then prompt your client — e.g. "spawn a cube at the origin and focus the viewport on it"

Security notes

The Python server relays commands to an unauthenticated localhost TCP socket (port 55557) that controls your Unreal Editor — it can spawn and delete actors and rewrite Blueprints, so only use it on projects under version control. The author labels it experimental, and there have been no updates since April 2025; newer UE versions may break it.

Unreal MCP FAQ

Is unreal-mcp safe to run on my game project?

It's free, MIT-licensed, and local-only, but it drives your editor over an unauthenticated localhost TCP port and is officially experimental — commit your project to version control first and expect breaking changes. With no commits since April 2025, newer UE releases may not work without fixes.

Does it work with Unreal Engine 4 or older UE 5 versions?

No — it targets UE 5.5+, and the bundled starter project is a UE 5.5 blank project. Older engine versions aren't supported, and given the repo's inactivity, forward compatibility with newer versions isn't guaranteed either.

Do I have to use the bundled sample project?

No. MCPGameProject just saves setup time; you can copy Plugins/UnrealMCP into any existing project, regenerate project files, build, and enable the plugin. The Python server and client config are identical either way.

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