stdio bridge for the local Unreal Editor MCP server from FunplayAI/funplay-unreal-mcp.
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.
Once Funplay Unreal MCP is connected, these are the calls the assistant has available:
Category — ToolsExecution — execute_python, run_console_commandReflection — search_api, describe_class, list_enum_values, inspect_objectActors — spawn_actor, spawn_actor_from_asset, destroy_actor, duplicate_actor, set_actor_transform, set_actor_label, set_actor_property, attach_actorComponents — add_component, list_components, get_component_properties, set_component_property, set_static_mesh, set_material, set_physics_propertiesAssets — list_assets, find_assets, get_asset_info, duplicate_asset, rename_asset, delete_asset, save_asset, import_asset, create_folder, asset_existsBlueprints — create_blueprint, add_blueprint_component, compile_blueprint, get_blueprint_info, spawn_blueprintMaterials — create_material, create_material_instance, set_material_instance_parameter, get_material_info, add_material_expression, connect_material_expressionsLevels — new_level, load_level, save_current_level, save_all_dirty, get_level_info, list_levelsPlay-In-Editor — play_in_editor, stop_play_in_editor, simulate_in_editor, get_play_stateViewport — set_viewport_camera, get_viewport_camera, focus_viewportScreenshots — take_screenshotYou 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.
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_pythonSetup 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.
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.
| Tool | What it does |
|---|---|
| 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, get_actor_info, list_actors, find_actors, batch_spawn_actors |
| Components | add_component, list_components, get_component_properties, set_component_property, set_static_mesh, set_material, set_physics_properties, add_ism_instances |
| Assets | list_assets, find_assets, get_asset_info, duplicate_asset, rename_asset, delete_asset, save_asset, import_asset, create_folder, asset_exists, get_asset_references |
| 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, connect_material_property, recompile_material |
| 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 |
| Selection | get_selection, set_selection, select_none, get_selected_assets |
| Files | read_file, write_file, list_directory, file_exists |
{
"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.
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| Variable | Description | Required |
|---|---|---|
| FUNPLAY_UNREAL_MCP_URL | Endpoint or connection string the server talks to. | Yes |
| FUNPLAY_UNREAL_MCP_TOKEN | Credential the server authenticates with. | Yes |
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