MCP server for Unreal Engine that uses Unreal Python Remote Execution
Connect Unreal to Claude, Cursor or any other MCP client and it stops being a tab you switch to. MCP server for Unreal Engine that uses Unreal Python Remote Execution. The unreal mcp server is what makes that connection.
This server does not require installing a new UE plugin as it uses the built-in Python remote execution protocol.
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.
The toolset is worth reading before you wire it up, because it tells you what the integration is really for:
set_unreal_engine_path — Set the Unreal Engine pathset_unreal_project_path — Set the Project pathget_unreal_engine_path — Get the current Unreal Engine pathget_unreal_project_path — Get the current Unreal Project patheditor_run_python — Execute any python within the Unreal Editoreditor_list_assets — List all Unreal assetseditor_export_asset — Export an Unreal asset to texteditor_get_asset_info — Get information about an asset, including LOD levels for StaticMesh and SkeletalMesh assetseditor_get_asset_references — Get references for an asseteditor_console_command — Run a console command in Unrealeditor_project_info — Get detailed information about the current projecteditor_get_map_info — Get detailed information about the current map/levelPlenty of developer tooling 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 — set_unreal_engine_path, set_unreal_project_path, get_unreal_engine_path and 11 more — is a fair guide to whether it matches your workflow. It is maintained by runreal; 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We check each listing at SyncDev against the project's documentation before it goes live — if something here drifts out of date, it is a bug worth reporting.
| Tool | What it does |
|---|---|
| set_unreal_engine_path | Set the Unreal Engine path |
| set_unreal_project_path | Set the Project path |
| get_unreal_engine_path | Get the current Unreal Engine path |
| get_unreal_project_path | Get the current Unreal Project path |
| editor_run_python | Execute any python within the Unreal Editor |
| editor_list_assets | List all Unreal assets |
| editor_export_asset | Export an Unreal asset to text |
| editor_get_asset_info | Get information about an asset, including LOD levels for StaticMesh and SkeletalMesh assets |
| editor_get_asset_references | Get references for an asset |
| editor_console_command | Run a console command in Unreal |
| editor_project_info | Get detailed information about the current project |
| editor_get_map_info | Get detailed information about the current map/level |
| editor_search_assets | Search for assets by name or path with optional class filter |
| editor_get_world_outliner | Get all actors in the current world with their properties |
{
"mcpServers": {
"unreal": {
"command": "npx",
"args": [
"-y",
"@runreal/unreal-mcp"
]
}
}
}Configuration as documented by the project. Restart the client after saving.
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