Funplay Unreal MCP Server

stdio bridge for the local Unreal Editor MCP server from FunplayAI/funplay-unreal-mcp.

Local serverstdioPython

What is the Funplay Unreal MCP MCP server?

Funplay Unreal MCP MCP server exists for a simple reason — assistants are far more useful when they can act on Funplay Unreal MCP directly instead of describing what you should do. stdio bridge for the local Unreal Editor MCP server from FunplayAI/funplay-unreal-mcp.

What you get

  • execute_python first. — A first-class tool that runs arbitrary Python in
  • API discovery built in. — search_api / describe_class / inspect_object
  • Pure Python, no build. — No C++ module, no compile step, portable across UE
  • Safe by construction. — Game-thread marshalling, loopback binding, auth
  • One-click client config + project skills. — Configure Claude Code / Cursor /
  • Same family, same conventions — as Funplay MCP for Unity / Godot / Cocos

What the assistant can call

Once Funplay Unreal MCP is connected, these are the calls the assistant has available:

  • Category — Tools
  • Execution — execute_python, run_console_command
  • Reflection — search_api, describe_class, list_enum_values, inspect_object
  • Actors — spawn_actor, spawn_actor_from_asset, destroy_actor, duplicate_actor, set_actor_transform, set_actor_label, set_actor_property, attach_actor
  • Components — add_component, list_components, get_component_properties, set_component_property, set_static_mesh, set_material, set_physics_properties
  • Assets — list_assets, find_assets, get_asset_info, duplicate_asset, rename_asset, delete_asset, save_asset, import_asset, create_folder, asset_exists
  • Blueprints — create_blueprint, add_blueprint_component, compile_blueprint, get_blueprint_info, spawn_blueprint
  • Materials — create_material, create_material_instance, set_material_instance_parameter, get_material_info, add_material_expression, connect_material_expressions
  • Levels — new_level, load_level, save_current_level, save_all_dirty, get_level_info, list_levels
  • Play-In-Editor — play_in_editor, stop_play_in_editor, simulate_in_editor, get_play_state
  • Viewport — set_viewport_camera, get_viewport_camera, focus_viewport
  • Screenshots — take_screenshot

Configuration and credentials

You will need 2 environment variables: FUNPLAY_UNREAL_MCP_URL, FUNPLAY_UNREAL_MCP_TOKEN. The server will not start without them, which is usually why the tools fail to appear on a first run. Keep credentials in your client's env block or a secrets manager rather than in a file you might commit.

  • Editor only. The server runs inside the Unreal Editor; it does not ship in packaged games. - Loopback only. It binds 127.0.0.1 and rejects non-loopback Origins; POST requests require the per-project auth token. - Default core profile. A focused 32-tool set is exposed by default; switch to full (97 tools) in the settings file when you want everything. - **execute_python

Setting it up

Setup follows the usual MCP pattern — install or clone the server, register it in your client's configuration file, restart the client. The configuration blocks on this page cover the common clients.

Choosing this one

Among the developer tooling options, the useful question is rarely "what can it do" but "what does it cost you to run" — permissions, credentials, and how much of your context its toolset consumes. Funplay Unreal MCP's toolset — Category, Execution, Reflection and 11 more — is a fair guide to whether it matches your workflow. It is maintained by FunplayAI; worth a glance at recent repository activity before you build anything load-bearing on it.

SyncDev reviews every entry in this directory against the project's own documentation before publishing, and revisits them as servers change.

Before you rely on it

  • It runs with your machine's permissions. That is convenient and also the reason to think about what you point it at before you approve a tool call.
  • With 14 tools registered it takes up a noticeable share of the context window; turn it off in projects that never touch Funplay Unreal MCP.
  • Missing credentials fail quietly in some clients — if no tools show up, check the environment block first.
  • MCP clients confirm each tool call by default. Leave that on until you have watched what the funplay unreal mcp mcp server does with a few real requests.

Available tools

ToolWhat it does
CategoryTools
Executionexecute_python, run_console_command
Reflectionsearch_api, describe_class, list_enum_values, inspect_object
Actorsspawn_actor, spawn_actor_from_asset, destroy_actor, duplicate_actor, set_actor_transform, set_actor_label, set_actor_property, attach_actor, get_actor_info, list_actors, find_actors, batch_spawn_actors
Componentsadd_component, list_components, get_component_properties, set_component_property, set_static_mesh, set_material, set_physics_properties, add_ism_instances
Assetslist_assets, find_assets, get_asset_info, duplicate_asset, rename_asset, delete_asset, save_asset, import_asset, create_folder, asset_exists, get_asset_references
Blueprintscreate_blueprint, add_blueprint_component, compile_blueprint, get_blueprint_info, spawn_blueprint
Materialscreate_material, create_material_instance, set_material_instance_parameter, get_material_info, add_material_expression, connect_material_expressions, connect_material_property, recompile_material
Levelsnew_level, load_level, save_current_level, save_all_dirty, get_level_info, list_levels
Play-In-Editorplay_in_editor, stop_play_in_editor, simulate_in_editor, get_play_state
Viewportset_viewport_camera, get_viewport_camera, focus_viewport
Screenshotstake_screenshot
Selectionget_selection, set_selection, select_none, get_selected_assets
Filesread_file, write_file, list_directory, file_exists

How to install the Funplay Unreal MCP MCP server

{
  "mcpServers": {
    "funplay-unreal": {
      "command": "npx",
      "args": ["-y", "funplay-unreal-mcp"],
      "env": {
        "FUNPLAY_UNREAL_MCP_URL": "http://127.0.0.1:8765/",
        "FUNPLAY_UNREAL_MCP_TOKEN": "<token from the Funplay MCP menu>"
      }
    }
  }
}

Configuration as documented by the project. Restart the client after saving.

Configuration

  • Editor only. The server runs inside the Unreal Editor; it does not ship in packaged games. - Loopback only. It binds 127.0.0.1 and rejects non-loopback Origins; POST requests require the per-project auth token. - Default core profile. A focused 32-tool set is exposed by default; switch to full (97 tools) in the settings file when you want everything. - **execute_python
VariableDescriptionRequired
FUNPLAY_UNREAL_MCP_URLEndpoint or connection string the server talks to.Yes
FUNPLAY_UNREAL_MCP_TOKENCredential the server authenticates with.Yes

Example prompts to try

  • Use Funplay Unreal MCP to Category.
  • Use Funplay Unreal MCP to Execution.
  • Use Funplay Unreal MCP to Reflection.

Frequently asked questions

It connects Funplay Unreal MCP to MCP-compatible AI assistants such as Claude and Cursor, exposing 14 tools (Category, Execution, Reflection, and more) that the assistant can call on your behalf. Instead of copying data back and forth by hand, the assistant works with Funplay Unreal MCP directly.