Unreal MCP Server

MCP server for Unreal Engine that uses Unreal Python Remote Execution

Local serverstdioPython

What is the Unreal MCP server?

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.

What the server does

This server does not require installing a new UE plugin as it uses the built-in Python remote execution protocol.

Installation

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.

Available tools

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 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

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.
  • Keep per-call confirmation enabled while you learn its behaviour; it is the cheapest safeguard you have.

Where it fits

Plenty 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.

Available tools

ToolWhat it does
set_unreal_engine_pathSet the Unreal Engine path
set_unreal_project_pathSet the Project path
get_unreal_engine_pathGet the current Unreal Engine path
get_unreal_project_pathGet the current Unreal Project path
editor_run_pythonExecute any python within the Unreal Editor
editor_list_assetsList all Unreal assets
editor_export_assetExport an Unreal asset to text
editor_get_asset_infoGet information about an asset, including LOD levels for StaticMesh and SkeletalMesh assets
editor_get_asset_referencesGet references for an asset
editor_console_commandRun a console command in Unreal
editor_project_infoGet detailed information about the current project
editor_get_map_infoGet detailed information about the current map/level
editor_search_assetsSearch for assets by name or path with optional class filter
editor_get_world_outlinerGet all actors in the current world with their properties

How to install the Unreal MCP server

{
  "mcpServers": {
    "unreal": {
      "command": "npx",
      "args": [
        "-y",
        "@runreal/unreal-mcp"
      ]
    }
  }
}

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

Example prompts to try

  • Use Unreal to set unreal engine path.
  • Use Unreal to set unreal project path.
  • Use Unreal to get unreal engine path.

Frequently asked questions

This server does not require installing a new UE plugin; it uses the built-in Python remote execution protocol. Adding new tools is faster since no C++ code is needed.