Install
$ agentstack add mcp-db-lyon-ue-mcp ✓ 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 Used
- ✓ 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
UE-MCP
Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 21 category tools covering 569+ actions, plus a YAML flow engine for multi-step workflows.
flowchart LR
AI[AI Assistant] -->|stdio| MCP[MCP ServerTypeScript / Node.js]
MCP -->|WebSocketJSON-RPC| Plugin[C++ Bridge Plugininside Unreal Editor]
Plugin -->|UE API| Editor[Editor Subsystems]
MCP -->|direct fs| FS[Config INIC++ HeadersAsset Listing]
Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, GAS, networking, sequencer, build pipeline — all programmable through natural language.
Quick Start
npx ue-mcp init
The interactive setup will:
- Find your
.uproject(auto-detects in current directory) - Let you choose which tool categories to enable
- Deploy the C++ bridge plugin to your project
- Enable required UE plugins (Niagara, PCG, GAS, etc.)
- Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor, Codex)
Restart the editor once after setup to load the bridge plugin. To update later: npx ue-mcp update
Then ask your AI:
project(action="get_status") — verify connection
level(action="get_outliner") — see what's in the level
asset(action="list") — browse project assets
Manual Configuration
If you prefer to configure manually, add to your MCP client config:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}
Documentation
- Getting Started — Installation, configuration, first run
- Architecture — How the pieces fit together
- Tool Reference - All 21 tools with 569+ actions
- Flows - YAML flow engine, custom tasks, rollback, hooks
- Configuration —
.ue-mcp.jsonand MCP client config - Neon Shrine Demo — Interactive guided demo
- Feedback — Agent feedback system
- Troubleshooting — Common issues and fixes
- Development — Building, testing, contributing
What Can It Do?
| Category | Examples | |----------|----------| | Levels | Place/move/delete actors, spawn lights and volumes, manage splines, actor bounds | | Blueprints | Read/write graphs, add nodes, connect pins, compile, CDO property access | | Materials | Create materials and instances, author expression graphs | | Assets | CRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav | | Animation | Anim blueprints, montages, blendspaces, skeletons | | VFX | Niagara systems, emitters, parameters | | Landscape | Sculpt terrain, paint layers, import heightmaps | | PCG | Author and execute Procedural Content Generation graphs | | Gameplay | Physics, collision, navigation, navmesh inspection, behavior trees, EQS, perception, PIE damage | | GAS | Gameplay Ability System — attributes, abilities, effects, cues | | Networking | Replication, dormancy, relevancy, net priority | | UI | UMG widgets, editor utility widgets and blueprints, runtime delegate inspection | | Editor | Console, Python, PIE, viewport, sequencer, build pipeline, logs | | Reflection | Class/struct/enum introspection, gameplay tags |
Supported Platforms
- Windows — UE 5.4–5.7
- Linux — UE 5.6+ (contributed by @robinduckett)
Requires PythonScriptPlugin (ships with UE 4.26+).
If you clone this repo to contribute, install git-lfs first - the bundled test project stores .uasset / .umap via LFS and plain git clone will leave them as pointer files.
Contributing
Issues and pull requests welcome. If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically — this helps us prioritize which native handlers to add next.
License
UE-MCP is licensed under the MIT License. Use it freely in personal, educational, and commercial projects. See [LICENSE](LICENSE).
Contributions are accepted under the same MIT License (inbound contributions are licensed under the project's outbound license).
Source & license
This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: db-lyon
- Source: db-lyon/ue-mcp
- License: MIT
- Homepage: https://ue-mcp.com/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.