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UnrealAIAssistant

mcp-lyk555-unrealaiassistant · by lyk555

Based CodeX CLI and Claude Code CLI integration for Unreal Engine 5.5

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Install

$ agentstack add mcp-lyk555-unrealaiassistant

✓ 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 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.

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About

UnrealAIAssistant

UnrealAIAssistant is a UE 5.5 editor plugin repository built around the UnrealAIAssistant plugin. It integrates AI coding backends directly into the Unreal Editor, currently supporting OpenAI CodeX and Claude Code, while exposing Unreal-specific tools for assets, Blueprints, characters, materials, viewport capture, scripting, and task-based automation.

This repository includes:

  • The UnrealAIAssistant Unreal Engine editor plugin
  • A local Node.js MCP bridge in Resources/mcp-bridge
  • Editor automation tests for the MCP tool surface

Highlights

  • Dockable assistant panel inside Unreal Editor
  • Backend switching between supported AI coding CLIs
  • Quick Ask action for short prompts without leaving the editor
  • Local MCP server hosted by the plugin on port 3000
  • MCP bridge that works with the supported backends and other MCP-compatible clients
  • Tool coverage for actors, levels, assets, Blueprints, animation Blueprints, materials, Enhanced Input, scripting, viewport capture, and async task management
  • Built-in validation around tool parameters and script execution

Repository Layout

.
|- Config/
|- Resources/
|  \- mcp-bridge/        # Node.js MCP bridge
|- Source/
|  \- UnrealAIAssistant/       # UE editor module
|- UnrealAIAssistant.uplugin
|- LICENSE
\- README.md

Requirements

  • Unreal Engine 5.5.x
  • At least one supported backend CLI installed and available on PATH (codex or claude)
  • Node.js 18+ for the MCP bridge
  • A C++ Unreal project if you want to build from source

Installation

Clone or copy this repository into your Unreal project as:

/Plugins/UnrealAIAssistant

Then:

  1. Open the project in Unreal Editor.
  2. Enable the UnrealAIAssistant plugin if it is not already enabled.
  3. Make sure at least one supported backend CLI is installed and available on PATH (codex or claude).
  4. Authenticate the backend you plan to use, for example codex login for CodeX or the normal claude sign-in flow for Claude Code.
  5. Install MCP bridge dependencies if needed:
cd Resources/mcp-bridge
npm install
  1. Rebuild the project or let Unreal generate and compile the plugin modules.

How It Works

When the editor starts, the plugin:

  • Registers an assistant tab in the editor
  • Adds menu and toolbar entries for opening the panel
  • Detects which supported backends are available locally
  • Lets you switch between the available supported backends from the panel toolbar
  • Starts an in-editor MCP server on http://localhost:3000

The included .mcp.json points MCP clients to the local bridge:

{
  "mcpServers": {
    "UnrealAIAssistant": {
      "command": "node",
      "args": ["Resources/mcp-bridge/index.js"],
      "env": {
        "UNREAL_MCP_URL": "http://localhost:3000"
      }
    }
  }
}

Tool Surface

The plugin currently registers MCP tools in these areas:

  • Actor workflows: spawn, move, delete, list, set properties
  • Level workflows: open level, inspect level actors
  • Blueprint workflows: query and modify Blueprints
  • Animation workflows: modify Animation Blueprints
  • Asset workflows: search assets, inspect dependencies, inspect referencers, edit assets
  • Material workflows: material inspection and editing helpers
  • Character workflows: character setup and character data helpers
  • Utility workflows: run console commands, fetch output log, execute scripts, clean script history, capture viewport
  • Task workflows: submit, inspect, list, fetch results, and cancel long-running MCP tasks

Development

Unreal module

The main editor module lives in:

Source/UnrealAIAssistant

Key areas:

  • Private/MCP/ for server, registry, validation, and task queue code
  • Private/MCP/Tools/ for individual tool implementations
  • Private/Tests/ for automation coverage
  • Resources/mcp-bridge/ for the Node.js bridge

Build

Typical local workflow:

  1. Generate project files if needed.
  2. Build the Unreal project from Visual Studio or Rider.
  3. Launch the editor and confirm the assistant toolbar entry is visible and the backend selector lists the installed CLI backends.

Tests

In the Unreal Editor console, run:

Automation RunTests UnrealAIAssistant

For the bridge:

cd Resources/mcp-bridge
npm test

Notes

  • The plugin metadata targets Unreal Engine 5.5.0.
  • The default MCP server port is 3000.
  • Binaries/, Intermediate/, and bridge node_modules/ are excluded from version control.

License

MIT. See [LICENSE](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.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.