home / mcp / unreal engine mcp server
A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through the native C++ Automation Bridge plugin. Built with TypeScript and C++.
Configuration
View docs{
"mcpServers": {
"chir24-unreal_mcp": {
"command": "npx",
"args": [
"unreal-engine-mcp-server"
],
"env": {
"LOG_LEVEL": "info",
"UE_PROJECT_PATH": "C:/Path/To/YourProject",
"ASSET_LIST_TTL_MS": "10000",
"MCP_AUTOMATION_HOST": "127.0.0.1",
"MCP_AUTOMATION_PORT": "8091",
"MCP_AUTOMATION_ALLOW_NON_LOOPBACK": "false",
"MCP_AUTOMATION_REQUEST_TIMEOUT_MS": "120000"
}
}
}
}You will learn how to use the Unreal Engine MCP Server to remotely automate and control Unreal Engine workflows through a native C++ Automation Bridge plugin. This server enables AI assistants and external clients to manage assets, actors, levels, visuals, audio, sequences, and many editor-driven operations via a designated MCP API and tooling built with TypeScript and C++.
You connect to the MCP Server from an MCP client by starting the server and launching the Unreal Engine plugin. Use the recommended npm approach to run the server, or start it via a local runtime after building. Once running, you send automation requests to perform asset management, actor control, level operations, visuals, audio, and more through the available tools. The server handles authentication, connection retries, and safety checks to prevent dangerous commands from being executed.
Prerequisites you need before installing include Node.js version 18 or newer and Unreal Engine versions 5.0 through 5.7.
# Option A: NPX (Recommended)
npx unreal-engine-mcp-server
# Option B: Clone & Build
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.jsConfigure the MCP client to connect to the server. When using the clone/build path, you start the server with node dist/cli.js after you have built the project. When using NPX, you start the server directly with npx unreal-engine-mcp-server. The client configuration requires the path to your Unreal project and the port for the automation bridge.
Environment variables you will commonly set include the Unreal project path and the automation bridge port. You can also control logging levels and network exposure. The server defaults to loopback binding for security, but you can enable LAN access if you understand the security implications.
Assets, Materials, Render Targets, Behavior Trees: create, import, rename, delete, and manage assets and related resources.
Spawn, delete, transform, apply physics, manage tags and components for actors.
Operate PIE sessions, control camera, viewport, take screenshots, and manage editor bookmarks.
Load and save levels, handle streaming, World Partition, and data layers.
Run console commands, manage build tools, access logs, tests, and project settings.
Inspect objects and introspect runtime information.
Automate build steps, compile statuses, and related automation pipelines.
Dynamically enable or disable tools at runtime.
Spawn lights, configure global illumination, shadows, and lighting builds.
Create levels, manage sublevels, partitions, data layers, and HLOD.
Control trigger volumes, physics, audio, and navigation volumes.
Configure NavMesh, modifiers, links, and pathfinding settings.
Create landscapes, foliage, and procedural environments.
Create and edit spline systems and deformation.
Handle Animation Blueprints, vehicles, ragdolls, Control Rig, IK, and blend spaces.
Manage skeletons, sockets, physics assets, and cloth bindings.
Procedural mesh creation and manipulation via Geometry Script.
Control Niagara effects, particles, debug shapes, and GPU simulations.
Create and edit materials, with expressions and landscape layers.
Create and modify textures and compression settings.
Create, edit, and manipulate Blueprint graphs and nodes.
Control Sequencer, cinematics, and list track types.
Profiling, optimization, and scalability tooling.
Manage audio assets, components, sound cues, MetaSounds, and attenuation.
Handle Enhanced Input actions and contexts.
Edit Behavior Tree graphs for AI.
Manage AI controllers, EQS, perception, state trees, and smart objects.
Work with Gameplay Ability System: abilities, effects, attributes.
Create and control characters, locomotion, and related systems.
Weapons, projectiles, damage, and melee combat systems.
Items, equipment, loot tables, and crafting.
Interactables, destructibles, and triggers.
Create and style UMG widgets, manage layouts and animations.
Handle replication, RPCs, and networked gameplay features.
Game modes, states, controllers, and match flow.
Manage sessions, LAN, and voice chat.