AI Game Developer: Unreal MCP

An Unreal Engine plugin with MCP: the agent drives the editor via RQL, edits Blueprints and C++, captures viewport shots; cloud or own server

  • 52 ★ on the repository
  • Last commit
  • Apache-2.0
MCP server

Broad access

Why this level

  • The agent changes actors, assets, Blueprints and C++ code of the project, and rql-mutate mutations touch editor data
  • Cloud mode sends editor commands and data to the ai-game.dev service
All reasons and checks

ivanmurzak/unreal-mcp

Install

Manual install

npm install -g unreal-mcp-cli && unreal-mcp-cli install-plugin ./YourProject

Then unreal-mcp-cli login ./YourProject to sign in to the cloud and unreal-mcp-cli open ./YourProject to start the editor.

Access and checks

How we review

Broad accessThe tool can change data, run commands or handle secrets.

  • The agent changes actors, assets, Blueprints and C++ code of the project, and rql-mutate mutations touch editor data
  • Cloud mode sends editor commands and data to the ai-game.dev service

This is third-party code. Review the repository files before installing.

What it does

AI Game Developer is an Unreal Engine plugin with MCP, a sibling of the Unity-MCP and Godot-MCP projects. It connects Claude, Cursor, Copilot or any MCP client to the editor. The agent creates actors, edits levels, works with Blueprints and assets, and edits and compiles the project's C++. Editor data is reachable through a single query language, RQL: the rql-query, rql-mutate and rql-schema tools read and change actors, components, assets and state. Blueprints can be created, edited and compiled with error and warning feedback, and C++ builds through Live Coding or UBT. The assistant can inspect screenshots of the viewport, game view, camera and an isolated actor. The C++ plugin starts a helper .NET process, unreal-mcp-bridge, alongside. You can connect to the ai-game.dev cloud or to your own GameDev-MCP-Server. By the project's own description it is in beta. Any tool can be switched on or off in the MCP Tools window, and your own tools, prompts and resources are registered from a plugin without a fork.

Who it is for. For Unreal Engine game developers with a C++ project who need an Unreal MCP to edit levels, Blueprints and code together with Claude, Cursor or Copilot.

Good fit when

  • You want an Unreal MCP that can compile Blueprints and return errors so the agent fixes them
  • The agent should read and change actors and assets with one query language instead of a mix of commands
  • You need to edit the project's C++ and build through Live Coding or UBT with an error report
  • The assistant must see the result: viewport frames, cameras and individual actors
  • You want to run your own server instead of the cloud or add your own tools without a fork

Not a fit when

  • You need a stable release: the project is called beta and its Fab listing is not live yet
  • The project is Blueprint-only without C++: the plugin builds an editor module, so the host must compile C++
  • Your Unreal is older than 5.5: 5.5 and newer are supported
  • A cloud service is not acceptable: the default connection goes to ai-game.dev, so you need your own server

Example request

Create Blueprint BP_Door from Actor, add a bool IsOpen variable, compile it and fix the errors, then capture a viewport shot.

MCP

Transport
stdio, http
Authentication
OAuth

Environment variables

UNREAL_MCP_TRANSPORT
Transport: stdio or http.
UNREAL_MCP_BRIDGE_PATH
Path to a built helper process when installing from source.

Limitations

Unreal Engine 5.5 or newer (tested on 5.7, build and run confirmed on 5.8) and a C++ project are required. Install through unreal-mcp-cli or by hand: without a prebuilt binary for your platform you need a built helper process and the UNREAL_MCP_BRIDGE_PATH variable. The cloud requires a browser sign-in approval. Screenshots need an editor with a GPU. The project is in beta. The license is Apache-2.0.

How to disable. Delete the Plugins/UnrealMCP folder from the project or disable the plugin in Edit, Plugins. Individual tools are switched off in the MCP Tools window. Remove the server entry from the client config.

FAQ

How do I install IvanMurzak's Unreal MCP?

Install unreal-mcp-cli with npm install -g unreal-mcp-cli, then run install-plugin ./Project, login ./Project and open ./Project. You can also copy the UnrealMCP folder into the project's Plugins by hand.

What is RQL in this Unreal MCP?

A single query language for editor data. The rql-query, rql-mutate and rql-schema tools read and change actors, components, assets, levels and editor state.

Do I need a cloud account for this Unreal MCP?

The ai-game.dev cloud connects by default through a browser sign-in. You can point at your own GameDev-MCP-Server, and the plugin then works in Custom mode.

Which Unreal Engine version is needed?

Unreal Engine 5.5 or newer. The project is tested in CI on 5.7, with build and run confirmed on 5.8.

How does it differ from the other Unreal MCP entries in the catalog?

It is a C++ plugin with a .NET helper process, the RQL query language, a cloud and a self-hosted option, developed alongside the same author's Unity-MCP and Godot-MCP.

Discussion

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Comparison with similar tools

Entries that share the main search query, and how they differ.

EntryOfficialAuthenticationRepository starsMain difference
AI Game Developer: Unreal MCP (this entry)noOAuth52
Unreal MCPnonot required2,108another Unreal Engine MCP server without the RQL query language and a cloud mode
Unreal Engine MCP Servernonot required993another Unreal Engine MCP server with asset and actor management
UnrealClaudenonot required973a plugin that brings Claude Code into the Unreal editor

README in short

The description opens with an overview: an Unreal editor plugin that connects the editor to AI agents through the ai-game.dev cloud backend or your own server. Then come the requirements, three install routes (Fab planned, unreal-mcp-cli, manual), the update order, first run, a tool table by family, switching tools on and off and a CLI command reference. At the end are extending tools without a fork, runtime use in a game, environment variables and how the connection is built.

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