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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++.

Installation
Add the following to your MCP client configuration file.

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++.

How to use

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.

How to install

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.js

Configuration basics

Configure 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 and startup details

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.

Available tools

manage_asset

Assets, Materials, Render Targets, Behavior Trees: create, import, rename, delete, and manage assets and related resources.

control_actor

Spawn, delete, transform, apply physics, manage tags and components for actors.

control_editor

Operate PIE sessions, control camera, viewport, take screenshots, and manage editor bookmarks.

manage_level

Load and save levels, handle streaming, World Partition, and data layers.

system_control

Run console commands, manage build tools, access logs, tests, and project settings.

inspect

Inspect objects and introspect runtime information.

manage_pipeline

Automate build steps, compile statuses, and related automation pipelines.

manage_tools

Dynamically enable or disable tools at runtime.

manage_lighting

Spawn lights, configure global illumination, shadows, and lighting builds.

manage_level_structure

Create levels, manage sublevels, partitions, data layers, and HLOD.

manage_volumes

Control trigger volumes, physics, audio, and navigation volumes.

manage_navigation

Configure NavMesh, modifiers, links, and pathfinding settings.

build_environment

Create landscapes, foliage, and procedural environments.

manage_splines

Create and edit spline systems and deformation.

animation_physics

Handle Animation Blueprints, vehicles, ragdolls, Control Rig, IK, and blend spaces.

manage_skeleton

Manage skeletons, sockets, physics assets, and cloth bindings.

manage_geometry

Procedural mesh creation and manipulation via Geometry Script.

manage_effect

Control Niagara effects, particles, debug shapes, and GPU simulations.

manage_material_authoring

Create and edit materials, with expressions and landscape layers.

manage_texture

Create and modify textures and compression settings.

manage_blueprint

Create, edit, and manipulate Blueprint graphs and nodes.

manage_sequence

Control Sequencer, cinematics, and list track types.

manage_performance

Profiling, optimization, and scalability tooling.

manage_audio

Manage audio assets, components, sound cues, MetaSounds, and attenuation.

manage_input

Handle Enhanced Input actions and contexts.

manage_behavior_tree

Edit Behavior Tree graphs for AI.

manage_ai

Manage AI controllers, EQS, perception, state trees, and smart objects.

manage_gas

Work with Gameplay Ability System: abilities, effects, attributes.

manage_character

Create and control characters, locomotion, and related systems.

manage_combat

Weapons, projectiles, damage, and melee combat systems.

manage_inventory

Items, equipment, loot tables, and crafting.

manage_interaction

Interactables, destructibles, and triggers.

manage_widget_authoring

Create and style UMG widgets, manage layouts and animations.

manage_networking

Handle replication, RPCs, and networked gameplay features.

manage_game_framework

Game modes, states, controllers, and match flow.

manage_sessions

Manage sessions, LAN, and voice chat.