
UnrealMCP — AI Bridge for Unreal Engine 5
io.github.aadeshrao123Published by GitHub account aadeshrao123v1.3.1Updated Oct 24, 2026
Control the Unreal Engine 5 editor from any MCP client: Blueprints, materials, Niagara.
Overview
Bridges an MCP client to the Unreal Engine 5 editor so an assistant can create and edit Blueprints, materials, Niagara VFX, levels and assets.
- What you can do
- Search, import, duplicate, rename, delete and save assets; read and set asset properties
- Create and compile Blueprints, manage variables, functions and graph nodes
- Build and inspect material graphs, material instances and material functions
- Create, edit and delete data table rows and data assets, including Mass Config traits
- Spawn, transform and delete actors, query level info and take viewport screenshots
- Author Niagara systems, emitters, modules, renderers and scratch pads; build StateTree, Enhanced Input and UMG widget assets; record and analyze performance traces
- When to use it
- Useful when you work in Unreal Engine 5 and want an assistant to script repetitive editor work — generating Blueprints, wiring material or Niagara graphs, editing data tables, or placing actors — instead of clicking through the editor.
- Requirements
- Runs locally as a stdio process: install the unrealmcp Python package (Python 3.10+) and clone the UnrealMCP plugin into the project's Plugins folder. Needs Unreal Engine 5.7 (earlier 5.x may work) with the PythonScriptPlugin, EditorScriptingUtilities and EnhancedInput plugins enabled. The editor must be open for commands to work. No API keys or environment variables are declared.
Installation
In SourceWeft
- Open UnrealMCP — AI Bridge for Unreal Engine 5 in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.
Other MCP clients
Follow the launch instructions in the repository.
README
UnrealMCP — AI Bridge for Unreal Engine 5
Control the Unreal Engine 5 editor from Claude Code, Cursor, Windsurf, or any MCP client. Build materials, wire Blueprint graphs, author Niagara systems, spawn actors, edit data tables and profile performance, all by asking for it. 288 commands across 15 categories, no leaving your terminal.
[License: MPL 2.0] [UE 5.3+] [MCP] [Pro version]
This is the community edition
It is stable and feature complete for what it covers. It is not abandoned, and it is not in active development either: new subsystem work now goes into CodeFizz Editor Agent, the maintained commercial build. Everything here keeps working, issues still get read, and the MPL 2.0 licence is permanent.
If you want Control Rig, PCG, Sequencer, Mutable, Procedural Vegetation, audio and MetaSounds, Behavior Trees and EQS, or packaged binaries for UE 5.6 / 5.7 / 5.8, that lives in Pro.
Community edition vs Pro
See the full command list → · Docs · 3 day free trial
Use Claude Code? Install Pro as a Claude Code plugin, then ask Claude to "set up CodeFizz":
Already on UE 5.8? Epic now ships a first-party MCP server in 5.8 (Experimental, localhost only). It is worth trying before you buy anything. This repo and Pro both also cover 5.6 and 5.7, which Epic's does not.
Two ways to use this repo
Both talk to the same C++ plugin inside the editor. Use whichever fits your workflow, or both.
Quick Start
Option A: CLI (Recommended for Claude Code)
That's it. No Python, no config files, no MCP setup.
Option B: MCP Server (For Cursor, Windsurf, etc.)
How It Works
The C++ plugin runs inside the editor and exposes 288 commands over TCP. The CLI and MCP server are two different front doors to the same plugin.
CLI Reference
Installation
Platforms: Windows (x64), macOS (Intel + Apple Silicon), Linux (x64 + ARM64)
Setup
Usage
Help & Discovery
Global Flags
Key Commands
Assets
Blueprints
Materials
Data Tables
Actors & Level
Performance Profiling
Enhanced Input
Niagara VFX
StateTree
Mass Config Traits (Surgical Editing)
Widgets (UMG)
Diagnostics
MCP Server Setup
For AI tools that use the Model Context Protocol (Cursor, Windsurf, VS Code, etc.).
Requirements
- Unreal Engine 5.7 (tested on 5.7, may work on earlier 5.x versions)
- Python 3.10+
- UE5 Plugins (enabled automatically by the
.uplugin):PythonScriptPluginEditorScriptingUtilitiesEnhancedInput
Install
Setup Script (Alternative to Manual Config)
The setup script installs the unrealmcp pip package and creates the MCP config for your AI tool automatically.
Windows:
macOS / Linux:
The script asks where to create the MCP config:
Configure Your AI Tool
Claude Code — .mcp.json (project root)
Cursor — .cursor/mcp.json
VS Code / Copilot — .vscode/mcp.json
Windsurf — ~/.codeium/windsurf/mcp_config.json
Gemini CLI — .gemini/settings.json
JetBrains / Rider — .junie/mcp/mcp.json
Zed — ~/.config/zed/settings.json
Amazon Q — .amazonq/mcp.json
All 288 Commands
Core (2)
Asset Management (16)
Blueprints (22)
Materials (35)
Data Tables (8)
Data Assets (12)
Actors & Level (19)
Enhanced Input (21)
Widgets — UMG (11)
Niagara VFX (96)
End-to-end Niagara authoring — read the full stack, mutate any binding (top-level or nested), author scratch-pad dynamic inputs from scratch, spawn arbitrary graph nodes including data-interface member functions, and discover every valid option the editor's dropdowns expose. Built on Niagara's exported ViewModel / Stack Graph APIs with safe replication of non-exported helpers.
Systems
Emitters
Modules (Spawn / Update / Render stacks)
Stack Input Binding Loop
Parameters & Bindings
Renderers
Scratch Pad — CRUD & Apply
Script Properties (Details Panel)
Script Parameters (Input / Output)
Graph Introspection
Graph Node CRUD
Pin Management
Custom HLSL
Events & Simulation Stages
Level Spawning
Discovery (zero-guess authoring)
StateTree (33, NEW)
Read and author StateTree assets — states, tasks, evaluators, transitions, conditions, parameters, and bindings. Schema-aware: works with both StateTreeSchemaBase and Mass schema variants.
Reading
Authoring
Modification
Removal
Discovery
Performance Profiling (3)
Debug (2)
Usage Examples
These work with both the CLI and MCP server. With the CLI, the AI calls ue-cli via Bash. With MCP, the AI calls tools directly.
Create a Material
The AI will call create_material, then build_material_graph to wire up constant nodes to Base Color, Metallic, and Roughness pins.
Spawn Actors
The AI will call spawn_actor with actor_type: "PointLight" five times with calculated positions.
Blueprint Creation
The AI will use create_blueprint, add_component_to_blueprint, add_event_node, add_blueprint_node, and connect_blueprint_nodes.
Profile Performance
The AI will call performance_start_trace, wait, performance_stop_trace, then performance_analyze_insight with query: "diagnose".
Data Table Management
The AI will call get_data_table_schema, then add_data_table_row with the appropriate data.
Configuration
Custom Port
Add to Config/DefaultEngine.ini:
Environment Variable
Multiple Editor Instances
Each editor picks a unique port automatically. The CLI and MCP server read the port from Saved/UnrealMCP/port.txt. Use --port flag or UNREAL_MCP_PORT env var to target a specific instance.
Architecture
Plugin Structure
Communication Protocol
TCP with length-prefix framing:
Request: {"type": "command_name", "params": {...}}
Response: {"status": "success", "result": {...}}
Adding Custom Commands
CLI Side (Go)
Add a CommandSpec to the appropriate cmd/*.go file:
MCP Side (Python)
Create a new file in unrealmcp/tools/:
Register it in unrealmcp/tools/__init__.py:
C++ Side
Add a command handler in Source/UnrealMCPBridge/Private/Commands/ and register it in ExecuteCommand().
Supported AI Tools
Troubleshooting
Releases & Distribution
Releases are automated via GitHub Actions. Push a tag to trigger:
Contributing
- Bug? Open an issue
- Feature idea? Open an issue
- Code? Fork, make changes, open a PR
See CONTRIBUTING.md for guidelines.
Enterprise & Studio Integration
Need Unreal MCP integrated into your studio's production pipeline? I work directly with game studios to build custom AI-assisted workflows on top of this tool.
What I offer:
- Pipeline Integration — Set up Unreal MCP within your existing build system, CI/CD, and team workflow so every artist and developer can use AI assistants with your Unreal project out of the box
- Custom Tool Development — Build MCP commands tailored to your studio's proprietary formats, internal tools, and specific production needs that the open-source version doesn't cover
- AI Workflow Design — Design and implement how your team uses AI assistants (Claude, Cursor, Copilot) with Unreal Engine — from material creation to level design to asset pipelines
- Advanced Material & Substrate Systems — Procedural material generation, Substrate workflows, complex shader pipelines — fully automated through MCP
Get in touch:
- Email: [email protected]
- LinkedIn: linkedin.com/in/aadeshyadav
- Discord:
destroyerpal - Portfolio: aadeshyadav.vercel.app
Custom Development & Support
Need help with your Unreal project? I'm available for contract work across the full UE5 C++ stack, from gameplay and multiplayer to editor tooling and Mass Entity systems. See SUPPORT.md for details.
[email protected] · LinkedIn · Portfolio · Discord: destroyerpal
License
MPL-2.0 — see LICENSE for details.
Source: README.md at commit f204058
Tools
0Version history
1- v1.3.1LatestSep 16, 2026
Score
50% of the applicable checks met
How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.
- Reached in the last 30 days25 pts
Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.
- Auth declared10 pts
Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.
- Tools listed15 pts
Answer tools/list without a credential, or ship a package that starts in a sandbox without one.
- DescriptionRequired15 pts
- Logo10 pts
- Documentation15 pts
- License10 pts