Install
$ agentstack add mcp-aborigen19961202-ue-agent-bridge ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
UE_AgentBridge
UE_AgentBridge gives coding agents eyes and hands in Unreal Engine.
It combines an Unreal plugin, an MCP bridge, and companion agent skills so tools like Codex and Claude can look inside a live Unreal Editor session, understand what is actually happening, and perform a small set of safe actions.
The point is to stop wasting time and tokens on guesswork. Instead of making the model infer Unreal state from code alone, UE_AgentBridge lets it ask the editor directly while code edits, builds, and git stay in the normal repo workflow.
This project is plugin-first:
- TypeScript MCP server over stdio
- reusable Unreal project plugin under [
unreal-plugin/UEAgentBridge](./unreal-plugin/UEAgentBridge) pluginmode for normal live-editor useremote-controlfallback for asset search and explicit property reads/writesmockmode for local validation without Unreal
Why It Exists
AI agents can write and change Unreal code, but they usually cannot see what Unreal Editor is doing right now.
This project fixes that gap.
With UE_AgentBridge, an external agent can:
- check whether the editor is ready and connected
- inspect selected actors, level actors, and object properties
- make narrow, explicit property changes
- read output log slices and editor diagnostics
- move the viewport camera and capture useful screenshots
- inspect debug draw output for visual debugging
- check Live Coding readiness and trigger a safe reload path
- run only a small allowlisted set of safe console actions
That helps in two ways:
- the agent can query real editor state instead of guessing from code alone
- it can pull the exact screenshot, actor state, or log slice it needs instead of burning tokens on back-and-forth trial and error
What stays outside Unreal on purpose:
- repo navigation
- file editing
- git
- shell and build command execution
- architecture and code reasoning
Unreal provides the eyes and hands. The repository stays the source of truth for code work. That split is what makes the workflow safer, clearer, and cheaper in tokens.
Install
Requirements:
- Node.js 20+
- Unreal Engine 5.7 tested on Windows
Install JS dependencies:
npm install
Install the Unreal plugin into a target project:
- run
powershell -ExecutionPolicy Bypass -File .\scripts\sync-ue-plugin.ps1 -ProjectRoot "" - build
Editor - launch Unreal Editor
Build a distributable plugin zip:
npm run package:plugin
That stages a clean plugin package under artifacts/plugin-package and creates a zip for third-party installation testing.
Quick Start
Local mock validation
npm installnpm testnpm run dev- run
ue_healthcheck
Real Unreal validation
- install the
UEAgentBridgeplugin into the target Unreal project - make sure Unreal Editor is running locally
- keep Remote Control enabled for
ue_asset_search,ue_get_property, andue_set_property - start the bridge with
UE_BACKEND_MODE=plugin - run
ue_healthcheck - exercise a few live tools such as
ue_get_level_actors,ue_get_output_log,ue_get_editor_state,ue_frame_actor, andue_get_live_coding_status
Build, run, and checks
npm run typecheck
npm test
npm run build
npm run dev
For repeatable plugin smoke validation:
npm run build
npm run smoke:plugin
For C++ iteration, use the external build loop in [CPPITERATIONWORKFLOW.md](./docs/guides/CPPITERATIONWORKFLOW.md). Full external Editor target builds should run with Unreal Editor closed, while in-editor iteration should use the bridge's Live Coding path after a successful external build.
Architecture
The repository is split into:
- MCP layer: tool registration, validation, formatting, and error handling
- backend layer: Unreal transport adapters
- Unreal plugin package: bounded editor-side backend
- docs: operator guides, release notes, contracts, and archive material
Repo layout:
docs/
archive/
contracts/
guides/
integrations/
planning/
release/
src/
backend/
config/
server/
tools/
types/
utils/
test/
unreal-plugin/
UEAgentBridge/
Contributing
Contributions are welcome.
Start with [CONTRIBUTING.md](./CONTRIBUTING.md) before opening a pull request. For workflow-sensitive changes, keep the repo/Unreal boundary aligned with [AGENTPLAYBOOK.md](./docs/guides/AGENTPLAYBOOK.md).
License
This project is released under the [MIT License](./LICENSE).
Documentation
Most users only need the core guides:
- [AGENTPLAYBOOK.md](./docs/guides/AGENTPLAYBOOK.md)
- [CPPITERATIONWORKFLOW.md](./docs/guides/CPPITERATIONWORKFLOW.md)
- [PLUGINRUNBOOK.md](./docs/guides/PLUGINRUNBOOK.md)
- [THIRDPARTYINSTALL.md](./docs/guides/THIRDPARTYINSTALL.md)
- [CLIENTINTEGRATION.md](./docs/guides/CLIENTINTEGRATION.md)
Full documentation index:
- [docs/README.md](./docs/README.md)
Useful starting points:
- [AGENTPLAYBOOK.md](./docs/guides/AGENTPLAYBOOK.md) for the intended repo/Unreal operating model
- [PLUGINRUNBOOK.md](./docs/guides/PLUGINRUNBOOK.md) for day-to-day plugin workflow
- [THIRDPARTYINSTALL.md](./docs/guides/THIRDPARTYINSTALL.md) for installation outside this repo
- [FABRELEASEREADINESS.md](./docs/release/FABRELEASEREADINESS.md) for marketplace preparation
Internal planning, contracts, release checklists, and historical notes remain available from the full docs index.
Source & license
This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: aborigen19961202
- Source: aborigen19961202/ue-agent-bridge
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.