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Unreal Engine Mcp Toolkit

mcp-eliestroun14-unreal-engine-mcp-toolkit · by eliestroun14

Control Unreal Engine from an AI assistant via the Model Context Protocol - C++ editor plugin + Python MCP server with extended Blueprint graph manipulation.

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Install

$ agentstack add mcp-eliestroun14-unreal-engine-mcp-toolkit

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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 Used
  • 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.

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About

Unreal Engine MCP Toolkit

[](LICENSE) [](https://www.unrealengine.com) [](https://www.python.org) [](#) [](CONTRIBUTING.md)

Control Unreal Engine from an AI assistant via the Model Context Protocol.

This project lets MCP clients (Claude Code, Claude Desktop, Cursor, Windsurf, ...) drive the Unreal Engine editor through natural language: spawn and configure actors, build Blueprints, wire up event graphs node-by-node, edit Data Assets, and more — all through a native C++ plugin talking to a Python MCP server over TCP.

It grew out of the broader "MCP for Unreal Engine" idea that a few community projects have explored, then went considerably further on the Blueprint-graph-editing side: casting, branching, sequencing, variable get/set, pin splitting/breaking/deleting, and a real compile-error reporting path, all reachable from an AI assistant instead of hand-wiring nodes in the editor.

⚠️ Experimental Status

  • Breaking changes may occur without notice.
  • Features may be incomplete or unstable.
  • Not recommended for production use.
  • Tested primarily on UE 5.5–5.7, Windows.

🌟 What you can do with it

| Category | Capabilities | |----------|-------------| | Actor Management | Spawn/delete actors, set transforms, query properties, find actors by name, list level contents, assign meshes. | | Blueprint Development | Create Blueprint classes, add/configure components, set physics properties, compile with real error/warning reporting, spawn Blueprint actors, duplicate assets, list a Blueprint's full function set (including inherited). | | Blueprint Node Graph | Add event/function nodes, connect pins, add typed variables — plus [extended graph ops](Docs/Tools/blueprintgraphextensions.md): dynamic casts, branches, execution sequences, self-context variable get/set, pin splitting/breaking/removing, node deletion, literal default-value injection, and full-graph node dumps (including interface graphs) for tracing execution chains. | | Data Assets | Read/write arbitrary Data Asset properties (including nested struct arrays), dump DataTable rows as JSON, dump a Widget Blueprint's full widget tree. | | UMG | Create widget Blueprints, add buttons/text blocks, bind events and text. | | Editor Control | Focus and orient the viewport. |

See [Docs/Tools](Docs/Tools/README.md) for the full tool reference.

🧩 Components

  • UnrealMCP/ — the C++ Editor plugin. Runs a native TCP server inside the Unreal Editor, receives commands, executes them against the editor/engine APIs, and returns structured JSON.
  • Python/ — the MCP server (FastMCP-based). Bridges an MCP client to the plugin's TCP socket (port 55557 by default), and organizes tools into modules under Python/tools/.
  • Docs/ — tool reference and setup notes.

🚀 Quick Start

Prerequisites

  • Unreal Engine 5.5+
  • Python 3.12+
  • uv
  • An MCP client (Claude Code, Claude Desktop, Cursor, Windsurf, ...)

1. Install the plugin

Copy UnrealMCP/ into your Unreal project's Plugins/ folder (create that folder if it doesn't exist yet), so you end up with YourProject/Plugins/UnrealMCP/.

Then:

  1. Right-click your .uproject file → Generate Visual Studio project files.
  2. Open the generated .sln, select Development Editor, and build.
  3. Open the project in the Unreal Editor. If prompted, enable the UnrealMCP plugin under Edit → Plugins → Editor, and restart the editor.

> Changed the plugin's C++ code afterwards? Use Live Coding (Ctrl+Alt+F11) for a quick iteration loop while the editor is open — but note that Live Coding patches don't survive an editor restart unless a full rebuild has baked them in. If a tool you just added mysteriously reports "Unknown command" after restarting the editor, touch the source file to force a full recompile.

2. Set up the Python server

cd Python
uv sync

See [Python/README.md](Python/README.md) for direct-connection vs. server-based setup options.

3. Configure your MCP client

{
  "mcpServers": {
    "unrealMCP": {
      "command": "uv",
      "args": [
        "--directory",
        "absolute/path/to/this/repository/Python",
        "run",
        "unreal_mcp_server.py"
      ]
    }
  }
}

An example is in [mcp.json](mcp.json). Where this file lives depends on your client — see the table below.

| MCP Client | Configuration File Location | |------------|------------------------------| | Claude Desktop | %USERPROFILE%\.config\claude-desktop\mcp.json (Windows) | | Cursor | .cursor/mcp.json in your project root | | Windsurf | %USERPROFILE%\.config\windsurf\mcp.json (Windows) |

4. Verify

With the Unreal Editor open (plugin loaded) and the Python server pointed at it, ask your MCP client to list actors in the current level, or spawn a cube. If it works end-to-end, you're set.

🤝 Contributing

Issues and pull requests are very welcome — this is genuinely a community tool, not a solo project I'm precious about. See [CONTRIBUTING.md](CONTRIBUTING.md) for how to get set up, the (light) coding conventions, and what makes a good bug report or PR. If you're not sure whether something's worth a PR, open an issue first and ask.

Acknowledgments

This project builds on the general idea of exposing Unreal Engine to MCP clients that a few community projects explored first. No specific attribution is requested by any of them, but if you're looking for other tools in this space, searching "Unreal Engine MCP" on GitHub will turn up several.

License

[MIT](LICENSE)

Source & license

This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.