UE-MCP
An MCP server for Unreal Editor: an agent edits levels, Blueprints and materials, then builds the project from plain requests
- 458 ★ on the repository
- Last commit
- MIT
Broad access
Why this level
- The agent gets write access to the Unreal project: it creates, changes and deletes assets, actors and Blueprint graphs
- The server exposes the editor console, Python execution, project builds and starting or stopping the editor itself
- The bridge runs inside the editor as a compiled C++ plugin, and npm extensions add their own handlers to it, so that code runs too
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add mcp/ue-mcpDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewBroad accessThe tool can change data, run commands or handle secrets.
- The agent gets write access to the Unreal project: it creates, changes and deletes assets, actors and Blueprint graphs
- The server exposes the editor console, Python execution, project builds and starting or stopping the editor itself
- The bridge runs inside the editor as a compiled C++ plugin, and npm extensions add their own handlers to it, so that code runs too
This is third-party code. Review the repository files before installing.
What it does
UE-MCP connects an AI agent to Unreal Editor. A TypeScript server starts through npx and talks over WebSocket to a C++ plugin running inside the editor. Through that bridge the agent reads and changes levels, Blueprints, materials, animation, Niagara, landscape, PCG, audio, UMG interfaces and networking settings, and it can also start a project build. The `npx ue-mcp init` command finds the .uproject file, lets you choose tool categories, deploys the bridge into the project, enables the Unreal plugins it needs and writes the server into the client config: Claude Code, Claude Desktop, Cursor or Codex. Reading INI settings, C++ headers and the asset list also works with the editor closed, so the agent can study the project before anything runs. Repeated sequences are saved as YAML flows in ue-mcp.yml next to the .uproject and run with one call, with retries and rollback. Extensions install from npm and add actions to the existing categories. The package also ships skills such as ue-mcp-workflow, ue-mcp-blueprint and ue-mcp-niagara, which cover the order of operations in the editor, Blueprint graphs, Niagara and native C++.
Who it is for. For Unreal Engine developers and technical artists who want Claude Code, Cursor or Codex to handle editor routine: placing objects, setting up materials, Blueprint graphs and project builds.
Good fit when
- You need a point light placed 300 units above the player start with intensity 5000 and warm white color, without opening the details panel
- You want a pulsing emissive material applied to every cube in the level at once
- The project must build in the Development configuration, and the agent should read and summarize the compile errors
- You are assembling a scene with landscape, PCG scatter and Niagara effects and want to repeat its steps as one YAML flow
- The editor is still closed, and the agent has to study INI settings, C++ headers and the asset list of the project
Not a fit when
- The project runs on Unreal Engine older than 5.4: the supported range starts at 5.4
- The machine has no C++ compiler: the bridge compiles on the first editor launch
- The project is on another engine, such as Unity or Godot: that needs a different server
- You only want hints for the agent with no editor access: the package skills assume work through the bridge
Example request
Check the UE-MCP connection and tell me what is in the current level. Then place a point light 300 units above the player start, intensity 5000, warm whiteMCP
- Transport
- stdio
- Authentication
- not required
Environment variables
UE_EDITOR_PATH- Path to the editor when the engine sits in a non-standard folder
Limitations
- The bridge is a C++ plugin and compiles on the first editor launch. Windows needs Visual Studio with the C++ workload, macOS needs the Xcode command line tools.
- Versions 5.4–5.8 are supported on Windows and 5.6 or newer on Linux and macOS. The epic category with Epic's native tools, plus Dataflow and Conversation, needs version 5.8 or newer.
- The editor must be restarted once after init, otherwise the bridge does not load. If there is no connection, `npx ue-mcp doctor` helps.
- Node.js 18 or newer and PythonScriptPlugin, which ships with the engine, are required.
- An agent with write access changes assets and levels. Write guards can block mutating methods or require confirmation, and the source control check stops checked-in assets from being silently overwritten. Both are configured separately.
How to disable. Remove the ue-mcp entry from the MCP client config and the agent stops seeing the server. The bridge stays in the project as a C++ plugin: disable it in the project plugin list, delete its folder and rebuild the project.
FAQ
How do I install UE-MCP in Claude Code?
Open a terminal in the folder with your .uproject file and run `npx ue-mcp init`. The wizard finds the project, deploys the bridge and detects the client, Claude Code included. Then restart the editor once. For a manual setup, add a server entry with the npx command and the arguments `-y`, `ue-mcp@latest` and the path to the .uproject.
What if UE-MCP does not connect to the editor?
Run `npx ue-mcp doctor`. The cause is usually one of three: the editor was not restarted after init, the bridge failed to compile (the Output Log shows the error under the UE_MCP_Bridge label), or a different project is open than the one in the config.
Which Unreal Engine versions does UE-MCP support?
Windows supports versions 5.4–5.8, Linux and macOS need 5.6 or newer. Epic's native tools and the Dataflow (data graphs) and Conversation (dialogue graphs) categories work from version 5.8.
Does UE-MCP work with the editor closed?
In part. Reading INI settings, C++ headers and the asset list goes straight from disk. Changes to levels, Blueprints and materials pass through the bridge inside the editor, so it has to be running. The agent can also start and stop the editor itself, and the UE_EDITOR_PATH variable sets the engine path.
How do I save a chain of actions and run it with one call?
Describe the steps in the flows section of ue-mcp.yml next to the .uproject and call the flow tool with the run action and the flow name. The file is hot-reloaded. Flows support references between steps, retries, rollback and custom tasks in .js or .ts.
Discussion
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Comparison with similar tools
Entries that share the main search query, and how they differ.
| Entry | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| UE-MCP (this entry) | no | not required | 458 | |
| Unreal MCP | no | not required | 2,110 | also drives the editor through MCP, but has no YAML flows or npm extensions, which UE-MCP has |
| Unreal MCP (GenOrca) | no | not required | 146 | a Python server with 253 actions, while UE-MCP is a TypeScript server with a C++ bridge and YAML flows |
| Unreal Engine Skills for Claude Code | yes | 1,724 | Epic's official plugin for Claude Code, while UE-MCP works with several clients and surfaces Epic's tools inside its own categories |
README in short
The repository page opens with a quick start and manual client setup, then shows a 19-step demo that builds a scene with landscape, PCG, Niagara and a playable Blueprint. Next come a category table, sections on flows, plugins and safety mechanisms, and the requirements. Full documentation lives on the project site.