Cross-platform CLI tool for Unreal-MCP (Skills & MCP). Resolves and launches the Unreal editor with MCP connection env vars, runs MCP/system tools
Unreal MCP server exists for a simple reason — assistants are far more useful when they can act on Unreal directly instead of describing what you should do. Cross-platform CLI tool for Unreal-MCP (Skills & MCP). Resolves and launches the Unreal editor with MCP connection env vars, runs MCP/system tools over HTTP, probes server health, configures AI agents (Claude Code, Cursor, VS Code, …), and.
Unreal MCP is an AI-powered game development assistant for the Unreal Editor. Connect Claude, Cursor, Copilot, or any MCP-aware agent to Unreal Engine and let it inspect and drive your project — spawn actors, edit levels, author Blueprints, manage assets, edit and compile C++, capture screenshots, and more.
Once Unreal is connected, these are the calls the assistant has available:
actor-create — Spawn an actor from a class path (native or Blueprint), with optional name/location/rotation/parentactor-destroy — Destroy an actoractor-duplicate — Duplicate an actoractor-find — Find actors, with scoped reads (paths/viewQuery)actor-modify — Write actor FProperty values (including transform)actor-set-parent — Attach an actor to a parentactor-component-add — Add a component to an actoractor-component-destroy — Destroy a componentactor-component-get — Read a component's dataactor-component-modify — Modify a component's propertiesactor-component-list-all — List available UActorComponent classes (paginated)object-get-data — Read any UObject by pathBeing a remote server, there is no local install. You register the endpoint with your client, authorise it once, and the tools appear.
You will need one environment variable: UNREAL_MCP_BRIDGE_PATH. Keep credentials in your client's env block or a secrets manager rather than in a file you might commit.
EngineVersion pin — UE treats that field as an exact-build match, not a floor, and would refuse to load on newer engines. - .NET 9 SDK to build the bridge sidecar from source. (End users of a packaged release do NOT need it — the self-containedThis sits in the developer tooling group, where several servers overlap in what they claim to do but differ sharply once you actually set them up. Unreal's toolset — actor-create, actor-destroy, actor-duplicate and 11 more — is a fair guide to whether it matches your workflow. It is maintained by GitHub Actions; worth a glance at recent repository activity before you build anything load-bearing on it.
This entry was verified against Unreal's own documentation before publication; SyncDev keeps the directory reviewed rather than auto-generated.
| Tool | What it does |
|---|---|
| actor-create | Spawn an actor from a class path (native or Blueprint), with optional name/location/rotation/parent |
| actor-destroy | Destroy an actor |
| actor-duplicate | Duplicate an actor |
| actor-find | Find actors, with scoped reads (paths/viewQuery) |
| actor-modify | Write actor FProperty values (including transform) |
| actor-set-parent | Attach an actor to a parent |
| actor-component-add | Add a component to an actor |
| actor-component-destroy | Destroy a component |
| actor-component-get | Read a component's data |
| actor-component-modify | Modify a component's properties |
| actor-component-list-all | List available UActorComponent classes (paginated) |
| object-get-data | Read any UObject by path |
| object-modify | Modify any UObject by path |
| blueprint-create | Create a new Blueprint class from a parent UClass path |
{
"mcpServers": {
"unreal-1": {
"command": "npx",
"args": ["-y", "unreal-mcp-cli"],
"env": {
"UNREAL_MCP_BRIDGE_PATH": "your-value"
}
}
}
}Add to claude_desktop_config.json, then restart Claude Desktop.
EngineVersion pin — UE treats that field as an exact-build match, not a floor, and would refuse to load on newer engines. - .NET 9 SDK to build the bridge sidecar from source. (End users of a packaged release do NOT need it — the self-contained| Variable | Description | Required |
|---|---|---|
| UNREAL_MCP_BRIDGE_PATH | Filesystem location the server is allowed to use. | Optional |
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