Unreal MCP Server

Cross-platform CLI tool for Unreal-MCP (Skills & MCP). Resolves and launches the Unreal editor with MCP connection env vars, runs MCP/system tools

Remote serverstreamable-http

What is the Unreal MCP server?

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.

What you get

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.

What the assistant can call

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/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

Setting it up

Being a remote server, there is no local install. You register the endpoint with your client, authorise it once, and the tools appear.

Configuration and credentials

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.

  • Unreal Engine 5.5+ (developed and CI-tested against 5.7, and verified to build & run on 5.8). The plugin deliberately ships no 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

Choosing this one

This 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.

Before you rely on it

  • Your data travels to the provider's service, so the usual questions apply about what you send and what they retain.
  • With 14 tools registered it takes up a noticeable share of the context window; turn it off in projects that never touch Unreal.
  • MCP clients confirm each tool call by default. Leave that on until you have watched what the unreal mcp server does with a few real requests.

Available tools

ToolWhat it does
actor-createSpawn an actor from a class path (native or Blueprint), with optional name/location/rotation/parent
actor-destroyDestroy an actor
actor-duplicateDuplicate an actor
actor-findFind actors, with scoped reads (paths/viewQuery)
actor-modifyWrite actor FProperty values (including transform)
actor-set-parentAttach an actor to a parent
actor-component-addAdd a component to an actor
actor-component-destroyDestroy a component
actor-component-getRead a component's data
actor-component-modifyModify a component's properties
actor-component-list-allList available UActorComponent classes (paginated)
object-get-dataRead any UObject by path
object-modifyModify any UObject by path
blueprint-createCreate a new Blueprint class from a parent UClass path

How to install the Unreal MCP server

{
  "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.

Configuration

  • Unreal Engine 5.5+ (developed and CI-tested against 5.7, and verified to build & run on 5.8). The plugin deliberately ships no 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
VariableDescriptionRequired
UNREAL_MCP_BRIDGE_PATHFilesystem location the server is allowed to use.Optional

Example prompts to try

  • Use Unreal to actor-create.
  • Use Unreal to actor-destroy.
  • Use Unreal to actor-duplicate.

Frequently asked questions

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