
ChiR24 Unreal Mcp
ai.smitheryv0.4.6Updated Sep 30, 2026
Control Unreal Engine to browse assets, import content, and manage levels and sequences. Automate…
Installation
In SourceWeft
- Open ChiR24 Unreal Mcp in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Web executable via Streamable HTTP. Remote servers run from the web runtime once configured in a workspace.
Other MCP clients
Add this to your client's mcpServers config.
{
"mcpServers": {
"chir24-unreal-mcp": {
"type": "http",
"url": "https://server.smithery.ai/@ChiR24/unreal_mcp/mcp"
}
}
}README
Unreal Engine MCP Server
[License: MIT] [NPM Package] [MCP SDK] [Unreal Engine] [MCP Registry] [Project Board] [Discussions]
A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.
Table of Contents
- Features
- Getting Started
- Configuration
- Available Tools
- Docker
- Documentation
- Community
- Development
- Contributing
Features
Architecture
- Native C++ Automation — All operations route through the MCP Automation Bridge plugin
- Dual Transport — Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge
- Dynamic Type Discovery — Runtime introspection for lights, debug shapes, and sequencer tracks
- Graceful Degradation — Server starts even without an active Unreal connection
- On-Demand Connection — Retries automation handshakes with exponential backoff
- Command Safety — Blocks dangerous console commands with pattern-based validation
- Capability Token Auth — On-by-default token authentication (auto-generated 32-byte secret at
<Project>/Saved/MCP/capability-token) for both WS and HTTP transports; manualCapabilityTokenin Project Settings overrides the file - Asset Caching — 10-second TTL for improved performance
- Metrics Rate Limiting — Per-IP rate limiting (60 req/min) on Prometheus endpoint
- Centralized Configuration — Unified class aliases and type definitions
Getting Started
Prerequisites
- Node.js 20.19 or later (Node.js 18 is not supported) — required for the TypeScript stdio bridge. Not needed for the native MCP transport.
Step 1: Install MCP Server (Option B only — skip for Native MCP)
Skip this step if using Option A: Native MCP Transport (Step 4A below).
NPX (Recommended):
Clone & Build:
Step 2: Install Unreal Plugin
The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.
From source (requires a project with code target)
Your project must have a code target (.sln or .xcworkspace).
Blueprint-only projects cannot compile native plugins — to convert, add any class via Tools > New C++ Class in the editor.
Method 1: Copy Folder
Method 2: External Plugin Directory (no copy needed)
- Open Unreal Editor → Edit → Plugins
- Click Plugin Directories (bottom-left)
- In Additional Plugin Directories, add the path to
Unreal_mcp/plugins/ - Restart the editor — the plugin will be picked up from the external location
This saves the path in your .uproject file so the plugin stays linked without copying.
The plugin compiles automatically when you open the project — UE detects the .uplugin + Source/ and runs UnrealBuildTool.
Video Guide:
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
⚠️ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" — click Yes. If instead you see "Missing Modules — McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." — open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.
Pre-built (works with any project, including Blueprint-only)
Build the plugin once, then distribute the compiled binaries — no IDE or compilation needed on the target machine.
1. Build:
This produces a zip like McpAutomationBridge-v<version>-UE5.7-Linux.zip,
where <version> is the package.json version (currently 0.6.0-beta-b).
2. Install: unzip into YourProject/Plugins/ and open the project. That's it — no compilation step.
Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5, 5.7, or 5.8.
Step 3: Enable Required Plugins
Enable via Edit → Plugins, then restart the editor.
Core Plugins (Required)
Optional Plugins (Auto-enabled)
💡 Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed. PCG support is compiled for source projects when the project explicitly enables PCG. Versioned release packages for UE 5.2+ include PCG support. All Unreal Engine versions from 5.0 to 5.8 are supported and working.
Step 4: Configure MCP Client
Option A: Native MCP Transport (Direct HTTP — no bridge needed)
The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP — no TypeScript bridge, no Node.js, no npm.
Note: the bAllowNonLoopback setting now applies to both the WebSocket bridge and the native MCP transport. Enabling it binds both surfaces to non-loopback addresses. If you only need LAN access for the WebSocket bridge, do not enable bAllowNonLoopback and instead expose the bridge via a reverse proxy. Capability token auth is on by default (0.5.30+) — both transports require authentication automatically. A manually configured CapabilityToken in Project Settings or the auto-generated token at <Project>/Saved/MCP/capability-token is used automatically.
Enable in Unreal:
- Edit > Project Settings > Plugins > MCP Automation Bridge
- Check Enable Native MCP
- Set port (default:
3000) - Optionally set Native MCP Instructions for project-specific guidance
- Restart the editor
Configure your MCP client to use Streamable HTTP transport at:
Claude Code:
Or manually in ~/.claude/settings.json or project .mcp.json:
Cursor (.cursor/mcp.json):
Verify it works:
- Status bar — look for
● MCP :3000 (2)in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings. - Output Log — filter by
LogMcpNativeTransportto see connections, tool calls, and session activity:
Features:
- SSE streaming for real-time progress during long operations
- Multiple concurrent sessions (Cursor + Claude Code + others simultaneously)
- Dynamic tool management — core tools load by default, enable more via
manage_tools - Python execution via
execute_pythonaction (inline code or .py files) - Capability token authentication — on by default (auto-generated secret at
<Project>/Saved/MCP/capability-token; manualCapabilityTokenin Project Settings overrides)
Option B: TypeScript Bridge (stdio — classic setup)
Add to your Claude Desktop / Cursor config file:
Using Clone/Build:
Using NPX:
Configuration
Environment Variables
LAN Access Configuration
By default, the automation bridge only binds to loopback addresses (127.0.0.1) for security. To enable access from other machines on your network:
TypeScript (MCP Server):
Unreal Engine Plugin:
- Go to Edit → Project Settings → Plugins → MCP Automation Bridge
- Under Security, enable "Allow Non Loopback"
- Under Connection, set "Listen Host" to
0.0.0.0 - Restart the editor
⚠️ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules. Enable capability token authentication (Require Capability Token in project settings) to prevent unauthorized access when using LAN mode.
Available Tools
The MCP server exposes a single unreal gateway tool. The 23 canonical parent tools are internal and reachable exclusively through the gateway's four operations: search, describe, execute, and configure.
Gateway Workflow
search— discover available tools by keyword, category, or action namedescribe— get the exact contract (actions, parameters, schema) for a specific toolexecute— run one validated action on a canonical toolconfigure— manage internal tool enable/disable state (wrapsmanage_tools)
Example call:
Then:
Then:
Migration from direct tool calls
The single unreal gateway is permanent on both transports; there is no opt-out and no legacy 23-tool listing to restore. A client that still calls a canonical tool name directly (tools/call with name: "manage_asset", name: "control_actor", etc.) receives a bounded, copy-paste-executable DIRECT_TOOL_CALL_REMOVED receipt instead of a routed call. The receipt carries a nextCall that drills exactly one level: { "operation": "search" } for an unknown name, { "operation": "describe", "tool": "<tool>" } when no action was supplied, or { "operation": "execute", "tool": "<tool>", "action": "<action>", "params": { ... } } when the direct call already named an action. Run that nextCall through the unreal tool to finish the migration.
Gateway Protocol & Transport
Both transports expose the same unreal gateway contract, but they are separate lifecycles. Do not route around their boundaries.
- TypeScript stdio transport —
node dist/cli.jstalks to the Unreal plugin over a WebSocket bridge. It permanently exposes the singleunrealgateway tool; there is no gateway-mode toggle. - Native MCP transport — the plugin's built-in Streamable HTTP/SSE server at
/mcp(no Node.js, no bridge). The native MCP surface permanently exposes the same singleunrealgateway tool; there is no gateway-mode toggle.
Both surfaces negotiate the MCP protocol version at initialize; the supported set is intentionally asymmetric. The native /mcp transport supports exactly the three modern versions 2025-11-25, 2025-06-18, and 2025-03-26, and deliberately does not implement the later 2026-07-28 RC. The TypeScript stdio server also accepts the two legacy versions 2024-11-05 and 2024-10-07, so the native surface is intentionally stricter. Both negotiate down to the highest mutually supported version (2025-11-25 is the latest). See docs/protocol.md for the full negotiation and transport contract, including the MCP-Protocol-Version header guard (HTTP 400 on invalid), cancellation semantics, and progressToken handling.
Internal Canonical Tools (23)
The gateway hides these 23 canonical parent tools. They are listed here for reference:
Core Tools
World Building
Gameplay Systems
Utility
Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees
Docker
Documentation
Development
Gateway manifest generation
The neutral gateway manifest is generated from src/tools/catalog/consolidated-tool-definitions.ts into three artifacts (runtime .ts/.json plus the native .h). Never hand-edit the generated files.
CI gates
CI runs, in order: ESLint 9 (npx eslint . --max-warnings=0), TypeScript type-check, unit tests, registry:check, normalization:check, manifest:check, policy:check, native parity + parameter audit (test:params), migration:check, primitives:check, security:check, eval:check, version:check, workflow:check, then a blocking runtime-only dependency audit (npm audit --omit=dev --audit-level=high) followed by an informational full-tree npm audit --audit-level=moderate. A plugin packaging job runs scripts/package-plugin.sh only when an Unreal Engine source root secret is provided (opt-in), because CI runners do not ship an engine. Release archives exclude Binaries/, Intermediate/, and Saved/ so generated build dirs never leak.
Community
Contributing
Contributions welcome! Please:
- Include reproduction steps for bugs
- Keep PRs focused and small
- Follow existing code style
License
MIT — See LICENSE
Source: README.md at commit e45c6e2
Tools
0Version history
1- v0.4.6LatestSep 16, 2026

