Unreal MCP Server

Production-ready MCP server for Unreal Engine with comprehensive game development tools

Local serverstdioPython

What is the Unreal MCP server?

If you already use Unreal, the unreal mcp server is the piece that lets your assistant work with it directly. Production-ready MCP server for Unreal Engine with comprehensive game development tools.

What the server does

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.

Available tools

The toolset is worth reading before you wire it up, because it tells you what the integration is really for:

  • manage_asset — Assets, Materials, Render Targets, Behavior Trees, Blueprint Struct (UserDefinedStruct) authoring
  • manage_blueprint — Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations
  • control_actor — Spawn, delete, transform, physics, tags
  • control_editor — PIE, Camera, viewport, screenshots
  • manage_level — Load/save, streaming, lighting
  • system_control — UBT, Tests, Logs, Project Settings, CVars, Python Execution
  • inspect — Object Introspection
  • manage_tools — Dynamic tool management (enable/disable at runtime)
  • build_environment — Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences
  • manage_level_structure — Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes
  • manage_geometry — Procedural mesh creation and editing with Geometry Script
  • manage_pcg — PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings

Installation

unreal-engine-mcp-server on npm is all you need. Most clients run it directly, so configuration is a few lines and a restart.

Credentials and setup notes

Configuration is passed through the environment: UE_PROJECT_PATH, MCP_AUTOMATION_PORT, MCP_AUTOMATION_HOST, MCP_METRICS_HOST, MCP_METRICS_TOKEN. Treat anything key-shaped as a real credential — scope it to the minimum the server needs, and rotate it if it ever lands in a shared config.

Where it fits

Plenty of monitoring and observability servers cover similar ground. The differences that matter in practice are scope of access and how much setup stands between you and a working tool call. Unreal's toolset — manage_asset, manage_blueprint, control_actor and 11 more — is a fair guide to whether it matches your workflow. It is maintained by ChiR24; worth a glance at recent repository activity before you build anything load-bearing on it.

We check each listing at SyncDev against the project's documentation before it goes live — if something here drifts out of date, it is a bug worth reporting.

Worth knowing first

  • 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 Unreal.
  • Missing credentials fail quietly in some clients — if no tools show up, check the environment block first.
  • Keep per-call confirmation enabled while you learn its behaviour; it is the cheapest safeguard you have.

Available tools

ToolWhat it does
manage_assetAssets, Materials, Render Targets, Behavior Trees, Blueprint Struct (UserDefinedStruct) authoring
manage_blueprintBlueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations
control_actorSpawn, delete, transform, physics, tags
control_editorPIE, Camera, viewport, screenshots
manage_levelLoad/save, streaming, lighting
system_controlUBT, Tests, Logs, Project Settings, CVars, Python Execution
inspectObject Introspection
manage_toolsDynamic tool management (enable/disable at runtime)
build_environmentLandscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences
manage_level_structureLevels, sublevels, World Partition, streaming, data layers, HLOD, volumes
manage_geometryProcedural mesh creation and editing with Geometry Script
manage_pcgPCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings
animation_physicsAnimation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK
manage_effectNiagara, particles, debug shapes, GPU simulations

How to install the Unreal MCP server

**Cursor** (`.cursor/mcp.json`):
```json
{
  "mcpServers": {
    "unreal-engine": {
      "url": "http://localhost:3000/mcp"
    }
  }
}

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

Configuration

VariableDescriptionRequired
UE_PROJECT_PATHFilesystem location the server is allowed to use.Optional
MCP_AUTOMATION_PORTConfiguration value read at startup.Optional
MCP_AUTOMATION_HOSTEndpoint or connection string the server talks to.Optional
MCP_METRICS_HOSTEndpoint or connection string the server talks to.Optional
MCP_METRICS_TOKENCredential the server authenticates with.Yes

Example prompts to try

  • Use Unreal to manage asset.
  • Use Unreal to manage blueprint.
  • Use Unreal to control actor.

Frequently asked questions

It connects Unreal to MCP-compatible AI assistants such as Claude and Cursor, exposing 14 tools (manage_asset, manage_blueprint, control_actor, 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.