Unreal MCP (GenOrca)
Unreal MCP on Python: 253 actions across 21 domains, from actors and Blueprints to materials and cinematics, plus running any Python in the editor
- 146 ★ on the repository
- Last commit
- Apache-2.0
Broad access
Why this level
- The execute_python tool runs arbitrary Python in Unreal Editor with access to the whole engine and project
- The agent deletes and renames the project's assets and actors on disk
Install
- Works in
Manual install
{"mcpServers": {"unreal-mcpython": {"command": "uv", "args": ["--directory", "C:/absolute/path/to/unreal-mcp/mcp-server", "run", "src/unreal_mcp/main.py"]}}}Replace the path with the absolute path to the mcp-server folder from the archive. VS Code and Cursor use .vscode/mcp.json.
Access and checks
How we reviewBroad accessThe tool can change data, run commands or handle secrets.
- The execute_python tool runs arbitrary Python in Unreal Editor with access to the whole engine and project
- The agent deletes and renames the project's assets and actors on disk
This is third-party code. Review the repository files before installing.
What it does
The Unreal-MCPython plugin and a Python MCP server connect an assistant to Unreal Editor. According to the project it has 253 actions across 21 domains, including actors (36 actions), assets, materials, Blueprints, animation, UMG widgets, Level Sequence, Behavior Trees, Gameplay Ability System, DataTable, Control Rig and retargeting. The design is compact: each domain is one MCP tool, and the needed action is passed in the action field with its parameters. The list_actions command in any domain shows all its actions and their parameters, so the tool list does not bloat the model context. For anything missing from the ready set there is execute_python in the util domain, which runs any Python with access to the engine API. Separate vision tools capture the viewport and return images with actor labels so the assistant can see the scene. A new action is added as a Python function plus a run of generate_catalog.py, with no C++ build.
Who it is for. For developers and technical artists on Unreal Engine 5.6 and newer who need an Unreal MCP for scenes, Blueprints and materials from Claude Desktop, Cursor or VS Code.
Good fit when
- You want to scatter trees over a terrain surface or find all static meshes with a given word in the name
- The agent has to build a material from expressions, connect them to properties and create instances
- You need a Behavior Tree, a HUD widget or a Level Sequence with a camera built from a description
- You need to import FBX, textures or glTF and manage asset metadata
- You want to add your own actions as Python functions without rebuilding the editor
Not a fit when
- Your Unreal Engine is older than 5.6: the project requires 5.6 or newer
- You want a quick install without hunting for an archive that matches your engine version: prebuilt packages are version-bound
- The editor must not run arbitrary code: execute_python runs any Python in the engine
- You need only a small set of commands: this has 253 actions across 21 domains
Example request
Create material M_Ground, add a Constant3Vector for base color and connect it, then place ten trees on the terrain surface.MCP
- Transport
- stdio
- Authentication
- not required
Limitations
Unreal Engine 5.6 or newer, Python 3.11 or newer, the uv manager and the Unreal-MCPython and Python Editor Script Plugin plugins enabled are required. Prebuilt archives are tied to an engine version, and the source archive needs Visual Studio with the C++ workload, otherwise the build fails and the editor closes. The path to the mcp-server folder in the client config must be absolute. The license is Apache-2.0. Use from Russia was not checked: the server is local and needs no keys.
How to disable. Remove the unreal-mcpython entry from the client config and disable the Unreal-MCPython plugin in Edit, Plugins, then restart the editor.
FAQ
How do I install GenOrca's Unreal MCP?
Download the UnrealMCPython archive for your engine version from the releases, copy Plugins/UnrealMCPython into your project and enable the plugins. Then add a server to the client config with the command uv --directory <path to mcp-server> run src/unreal_mcp/main.py.
Which Unreal Engine version does this Unreal MCP need?
Unreal Engine 5.6 or newer. Prebuilt archives are made for a specific version, for example 5.8.
How many tools does GenOrca's Unreal MCP have?
Each domain is one MCP tool and actions are passed in the action field. According to the project there are 253 actions across 21 domains, and execute_python covers everything else.
How do I find an action's parameters?
Call the list_actions action on a domain. It returns the actions with their parameters and descriptions.
How does it differ from the other Unreal MCP entries in the catalog?
It is a separate Python project with domain tools, prebuilt archives per engine version, viewport captures for the assistant and a way to add your own actions without a C++ build.
Discussion
No questions or reviews yet.
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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 |
|---|---|---|---|---|
| Unreal MCP (GenOrca) (this entry) | no | not required | 146 | |
| Unreal MCP | no | not required | 2,110 | another Unreal Engine MCP server with its own plugin and command set |
| Unreal Engine MCP Server | no | not required | 995 | another Unreal Engine MCP server with asset and actor management |
| UnrealClaude | no | not required | 973 | a plugin that brings Claude Code into the Unreal editor |
README in short
The description lists the domains and the number of actions in each in a table, explains the one-tool-per-domain design and shows a sample call. Next come a section on extending the project with a Python function, plugin install from a release or from source, enabling the plugins, client setup and config locations for Claude Desktop and VS Code. At the end are sample requests, a full action reference by domain and troubleshooting.