Ue Mcp

Unreal Engine Model Context Protocol Server enables AI assistants to interact with Unreal Editor through natural language.

UE-MCP

Unreal Engine Model Context Protocol Server — gives AI assistants deep read/write access to the Unreal Editor through 19 category tools covering 425+ actions.

flowchart LR
    AI[AI Assistant] -->|stdio| MCP[MCP Server<br/>TypeScript / Node.js]
    MCP -->|WebSocket<br/>JSON-RPC| Plugin[C++ Bridge Plugin<br/>inside Unreal Editor]
    Plugin -->|UE API| Editor[Editor Subsystems]
    MCP -->|direct fs| FS[Config INI<br/>C++ Headers<br/>Asset 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:

  1. Find your .uproject (auto-detects in current directory)
  2. Let you choose which tool categories to enable
  3. Deploy the C++ bridge plugin to your project
  4. Enable required UE plugins (Niagara, PCG, GAS, etc.)
  5. Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor)

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

db-lyon.github.io/ue-mcp

What Can It Do?

CategoryExamples
LevelsPlace/move/delete actors, spawn lights and volumes, manage splines
BlueprintsRead/write graphs, add nodes, connect pins, compile
MaterialsCreate materials and instances, author expression graphs
AssetsCRUD, import meshes/textures/animations, datatables
AnimationAnim blueprints, montages, blendspaces, skeletons
VFXNiagara systems, emitters, parameters
LandscapeSculpt terrain, paint layers, import heightmaps
PCGAuthor and execute Procedural Content Generation graphs
GameplayPhysics, collision, navigation, behavior trees, EQS, perception
GASGameplay Ability System — attributes, abilities, effects, cues
NetworkingReplication, dormancy, relevancy, net priority
UIUMG widgets, editor utility widgets and blueprints
EditorConsole, Python, PIE, viewport, sequencer, build pipeline, logs
ReflectionClass/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+).

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 Business Source License 1.1 with a commercial license available for production use outside the Additional Use Grant.

  • Individuals, students, and educational institutions use UE-MCP free under BUSL-1.1's Additional Use Grant. Each release converts to Apache 2.0 after four years. See LICENSE.
  • Game studios, publishers, contract developers, and commercial entities using UE-MCP in proprietary products, internal pipelines, or paid services require a commercial license. See COMMERCIAL-LICENSE.md and ue-mcp.com/pricing.

Contributions are accepted under the terms of the Contributor License Agreement. See CLA.md.