Install
$ agentstack add mcp-ronildobraga-unreal-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 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.
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
unreal-mcp
Drive Unreal Engine through an LLM, not a UI.
[](https://opensource.org/licenses/MIT) [](https://www.unrealengine.com) [](https://www.python.org) [](docs/tools/)
The intention
Unreal Engine is the most powerful real-time renderer in the industry. It is also, by tradition, controlled through a dense graphical editor full of nested panels, hidden checkboxes, and decades of UI convention that take months to internalize. New users spend their first months learning where things are before they can think clearly about what should be where.
unreal-mcp exists to flip that ratio.
Over time, you should not need to open editor menus for most scene-construction tasks. You should be able to say:
> "Add a directional light angled low like the setting sun, tint it warm, intensity 5."
…and have it done. Unreal stays the renderer, stays the source of truth — but the interface between you and Unreal becomes an LLM, not menus and gizmos.
The split:
- You focus on intent: what the scene should feel like, what the player should experience, why each piece exists.
- The LLM focuses on execution: which actor to spawn, which property to set, where to put it, how to verify it landed.
- Unreal focuses on what it has always done: rendering, simulation, gameplay.
What it does
The system bridges your MCP client (Claude Desktop, Claude Code, Cursor, Codex CLI, Windsurf, …) to a C++ plugin running inside the Unreal Editor via a Python server on localhost:55557. Once configured, the LLM can spawn actors, set properties, run Play-in-Editor, take screenshots, walk the asset registry, drive UMG widgets, import meshes — 101 tools spanning the entire editor surface — all from natural language.
Full tool catalog: [docs/tools/](docs/tools/) (or run server/smoke_dispatch.py --list-only for the live smoke selection). Architecture: [docs/architecture.md](docs/architecture.md).
Quick start
Prerequisites: Unreal Engine 5.7+, Python 3.12+, uv, an MCP client.
1. Install the plugin into your UE project
Copy plugin/ into your project's Plugins/ folder:
YourProject/Plugins/UnrealMCP/
├── UnrealMCP.uplugin
└── Source/UnrealMCP/
On next editor open, the plugin's TCP server starts on port 55557.
2. Install the Python server
cd server
uv venv
uv pip install -e .
3. Configure your MCP client
The JSON shape is the same across clients — only the config file location differs.
Example (Claude Desktop, %APPDATA%\Claude\claude_desktop_config.json):
{
"mcpServers": {
"unreal-mcp": {
"command": "uv",
"args": [
"--directory", "/absolute/path/to/unreal-mcp/server",
"run", "unreal_mcp_server.py"
]
}
}
}
Other clients (Claude Code, Cursor, Codex CLI, Windsurf): see [examples/mcp-client-config.json](examples/mcp-client-config.json).
4. Open your UE project and restart your MCP client
The plugin starts its TCP server when the editor loads. Restart the MCP client so it discovers the tools.
Contributors
git clone https://github.com/RonildoBraga/unreal-mcp.git
cd unreal-mcp
./scripts/setup-dev-junction.ps1 # creates sample/Plugins/UnrealMCP junction
Open sample/UnrealMCPSample.uproject in UE 5.7. Edits to plugin/Source/ are immediately picked up.
Style + architecture: [CONTRIBUTING.md](CONTRIBUTING.md), [docs/architecture.md](docs/architecture.md).
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.
- Author: RonildoBraga
- Source: RonildoBraga/unreal-mcp
- 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.