UnrealGenAISupport MCP

An Unreal Engine plugin with an MCP server: Claude and Cursor create blueprints, spawn objects and run editor commands

  • 679 ★ on the repository
  • Last commit
  • MIT
MCP server

Broad access

Why this level

  • Runs arbitrary Python scripts and Unreal console commands in the open editor
  • Creates and changes blueprints, materials, levels and project files with no undo
  • For model calls from the game the API keys sit in PS_* environment variables, which is unsafe to ship in a packaged game
All reasons and checks

prajwalshettydev/unrealgenaisupport

Install

Manual install

git submodule add https://github.com/prajwalshettydev/UnrealGenAISupport Plugins/GenerativeAISupport

Then regenerate project files, enable the plugin under Edit, Plugins and for C++ add the GenerativeAISupport module to Build.cs.

Access and checks

How we review

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

  • Runs arbitrary Python scripts and Unreal console commands in the open editor
  • Creates and changes blueprints, materials, levels and project files with no undo
  • For model calls from the game the API keys sit in PS_* environment variables, which is unsafe to ship in a packaged game

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

What it does

UnrealGenAISupport is a plugin for Unreal Engine 5.4–5.7 in two parts. The first gives C++ and Blueprints access to the OpenAI, Anthropic, xAI Grok and DeepSeek APIs for chat and structured outputs. The second is the mcp_server.py MCP server on FastMCP, through which Claude Desktop, Claude Code or Cursor drive the open editor. Through MCP the agent creates blueprints, adds variables, functions and components to them, connects nodes and compiles the result. In the level it spawns objects and blueprint actors, changes component properties and creates materials, project folders, a GameMode, widgets and input bindings. The execute_python_script and execute_unreal_command tools run Python scripts and console commands, take_editor_screenshot captures the editor and get_all_scene_objects lists scene objects. The author warns that MCP gives the agent direct control of the project.

Who it is for. For Unreal Engine 5 developers who want to drive the editor from Claude Desktop, Claude Code or Cursor and call OpenAI, Anthropic, Grok and DeepSeek models from a game.

Good fit when

  • A prototype needs a quick scene sketch: the agent spawns shapes, moves, rotates and colors objects through spawn_object and edit_component_property
  • You need a blueprint skeleton: variables, functions, components and compilation without hand-wiring the graph
  • You need a Python script or a console command run in the editor that the agent writes from your description
  • The game needs chat with an OpenAI, Anthropic, Grok or DeepSeek model from C++ or Blueprints
  • A report needs an editor screenshot that the agent takes itself and a list of scene objects

Not a fit when

  • The project has no backup or version control: the author advises both before using MCP
  • You need complex blueprint graphs: node connection remains among the known issues
  • You need an official Epic integration: the author says one is in the works for Unreal Engine 5.8 and later
  • You need a ready binary: this one is added as a Git submodule and built with the project

Example request

In the open level create a red cube above the floor, add a Door blueprint with a boolean variable IsOpen and a Toggle function and compile it

MCP

Transport
stdio
Authentication
not required

Environment variables

UNREAL_HOST
Address where the MCP server looks for the Unreal editor, localhost in the example
UNREAL_PORT
Port for reaching the editor, 9877 in the example

Limitations

  • The MCP part needs Python with the fastmcp package and the Python Editor Script Plugin enabled in the editor.
  • The author says MCP in the free plugin is not developed further. Known issues: blueprint nodes connect with errors, complex materials are not created, and blueprint compilation errors are not reported properly.
  • Some API calls (model chat) need OpenAI, Anthropic, xAI or DeepSeek keys, and the OpenAI and Anthropic APIs are unavailable from Russia. MCP through the Claude app needs no API key.
  • Storing keys in a packaged game is insecure, and the README advises routing model calls through your own server.
  • Paid plugins with a larger model set are sold separately on Fab; this repository covers only four providers.

How to disable. Remove the unreal-handshake server from claude_desktop_config.json, .mcp.json or .cursor/mcp.json and restart the client. To remove the plugin, disable it under Edit, Plugins and delete the Plugins/GenerativeAISupport submodule. Switch off MCP server autostart in the editor settings separately.

FAQ

How do I connect Unreal Engine to Claude Code through MCP?

Add the plugin as a Git submodule, enable it together with the Python Editor Script Plugin and install fastmcp. Then add an unreal-handshake server to .mcp.json with the command python, the path to Content/Python/mcp_server.py and the UNREAL_HOST and UNREAL_PORT variables. For Claude Desktop and Cursor only the config file changes.

Which port does the MCP server for Unreal use?

The example configs set UNREAL_HOST=localhost and UNREAL_PORT=9877. These values reach the server as environment variables. MCP autostart on editor launch is a separate plugin setting.

Do I need an API key to drive Unreal through Claude?

No. MCP features in the Claude app need no Anthropic key. Keys matter when the game itself calls models from C++ or Blueprints, and then they go into environment variables such as PS_OPENAIAPIKEY, PS_ANTHROPICAPIKEY and PS_DEEPSEEKAPIKEY.

Which Unreal Engine versions does the plugin support?

MCP support targets Unreal Engine 5.4–5.7 and newer. The author's paid plugins claim 5.1–5.7 and newer. For 5.8 the author expects an official Epic integration and separately suggests looking at UnrealClaude.

What makes MCP dangerous for an Unreal project?

The agent gets direct control of the editor, including Python and console commands, and there is no undo. The author recommends using MCP only in a controlled environment.

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.

EntryOfficialAuthenticationRepository starsMain difference
UnrealGenAISupport (this entry)nonot required679
Unreal MCPnonot required2,110a standalone MCP server for the Unreal editor, with no model calls from a game in C++ and Blueprints
UnrealClaudenonot required973a plugin that brings Claude Code into the Unreal 5.7 editor with engine documentation context
AI Game Developer: Unreal MCPnoOAuth52an MCP plugin that steers the editor through the RQL query language and edits Blueprints and C++

README in short

The README starts with two examples: Claude spawning objects and creating blueprints through MCP, and a demo with NPCs built on OpenAI agents. The author then promotes paid plugins on Fab and describes what the free repository offers: chat with OpenAI, Anthropic, Grok and DeepSeek and the status of MCP features. It goes on to key setup through PS_NAME variables, MCP setup for Claude Desktop, Claude Code and Cursor, adding the plugin as a Git submodule, C++ and Blueprint call examples and a list of known issues.

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