Unreal Mcp

by EpicGamesa6aa73ada02aNo license328 starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 3 weeks ago

Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word "Unreal": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; "in my game" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of "blueprint"/"sequencer"/"widget".

AI-generated overview

Drives a live Unreal Engine editor through an MCP server to inspect and modify project assets and level state.

What it does
This skill instructs an agent to work with a live Unreal Editor through the unreal-mcp MCP server, which exposes toolsets for actors, Blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests and Live Coding. The agent discovers tools on demand via list_toolsets, describe_toolset and call_tool, then invokes them to inspect or mutate editor state. It also covers safety practices such as saving before bulk edits, waiting for compilation, serializing dependent calls and checking tool results. Reference files cover first-time setup and operations troubleshooting.
When to use it
Use it when the user wants to change, query or run something inside an Unreal Engine project, such as spawning or transforming actors, editing Blueprints, widgets, materials or meshes, or recompiling C++ with Live Coding. It is not intended for conceptual or documentation questions, or for other engines such as Unity or Godot.
Requirements
Requires a running Unreal Editor with the unreal-mcp MCP server (optionally the unreal-mcp-proxy connection) configured in the client. Ships no scripts; it includes two reference documents on setup and operations.

Unreal MCP

You are wired into a live Unreal Editor through the unreal-mcp MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's ToolsetRegistry. Use it to inspect and mutate live editor state instead of telling the user to do it manually.

You don't need to memorize tool names. The flow below has you discover them on demand.

The connection can appear as unreal-mcp-proxy when the engine's optional proxy is installed. Use that connection for Unreal tools. The proxy keeps Unreal's native tool definitions; it does not introduce replacement discovery or dispatch tools. See references/setup.md for installation.

First step every time: discover the tool you need, then dispatch it via call_tool

Tool search is on by default, so the MCP server advertises only three meta-tools for the whole session: list_toolsets, describe_toolset, and call_tool. Tool names like BlueprintTools.create or SequencerTools.create_level_sequence are not in tools/list. They are dispatched server-side through call_tool and never registered as native MCP tools. This is deliberate. It keeps your context window small and the prompt cache warm.

When you start work:

  1. Call list_toolsets to see what's registered, then describe_toolset on the candidate(s) to read their tool schemas. If you already know which toolset you need (the user said "make a Blueprint" → the Blueprint toolset), skip the listing and go straight to describe_toolset to confirm the available tools and their signatures.
  2. Invoke the tool with call_tool: pass toolset_name, tool_name, and an arguments object matching the schema you just read. The result comes back on the same turn. No extra round-trip needed.
  3. Top-level dispatch (omitting toolset_name) is reserved for tools registered directly on the MCP server and is rejected for call_tool itself.

Missing tools do not prove that the editor is stopped. Check the configured unreal-mcp or unreal-mcp-proxy connection and follow references/operations.md. A proxy can stay connected while Unreal is unavailable, and a client can keep a stale catalog after recovery. unreal_mcp_status reports the proxy's session state, not current reachability. Verify recovery with a read-only Unreal tool call. For first-time configuration, follow references/setup.md.

Safety rules

Follow these rules to protect live editor state.

  • Save first, then save again. Tell the user to save the project (or call AssetTools save APIs) before any bulk change, and again after. MCP edits are not always undoable, especially across compilation boundaries. Treat anything that touches multiple assets as a destructive operation that needs a recovery point.
  • Wait for compilation. If C++ or shader compilation is in flight, your tool calls will hang or fail in confusing ways. To rebuild C++ from the running editor, drive LiveCodingToolset.CompileLiveCoding and wait on its result instead of asking the user to switch to the IDE. That tool blocks until the compile actually finishes and surfaces MSVC diagnostics.
  • Control concurrent calls. MCP accepts concurrent requests and handles dispatch synchronization. Asynchronous tools can overlap, and request order does not guarantee execution or completion order. Serialize dependent calls and mutations that can affect the same asset or editor state. Use parallel calls only for independent work when the tools support safe overlap. Multiple agents can use one editor, but their conflicting changes can cause adverse effects.
  • Always check the result. Blueprint compilation, widget creation, material edits: many tools return a status that flips between success and failure with no exception thrown on the wire. Read the response before moving on. Treat anything that isn't an explicit success as a stop.
  • Mind PIE. Editor-only tools (asset creation in particular) behave differently while Play-in-Editor is active. If a result looks wrong, check whether PIE is running and stop it if so.

Project skills

A project or plugin can register Agent Skills: named bundles of instructions that capture workflow knowledge the agent wouldn't otherwise have (a project's naming conventions, folder layout, required setup steps, or the canonical sequence for a multi-step task). These are separate from the toolsets themselves and are reached through the agent skill toolset (AgentSkillToolset), not through list_toolsets.

Check for them the same way you discover tools, and do it whenever you start unfamiliar work in a project rather than just once:

  1. Call AgentSkillToolset.ListSkills (through call_tool) to see what skills the project registers. Each entry carries a short description of what it covers and when it applies.
  2. If a skill's description looks relevant to what the user asked, call AgentSkillToolset.GetSkills on it to load the full instructions, then follow them.
  3. If nothing matches, fall back to the tool-discovery flow above.

A relevant project skill's instructions take precedence over your generic defaults: it exists precisely because the project's way of doing something differs from the obvious one. (Authoring or editing these skills is a separate task covered by the unreal-skill companion skill below.)

Reference files

  • references/setup.md: first-time MCP server setup, client configuration, and optional proxy installation.
  • references/operations.md: console commands, settings, proxy recovery, and troubleshooting for missing tools or failed calls.

Companion skills

  • create-toolset: use when authoring a new toolset or adding tools to an existing one. Covers design principles, C++ and Python conventions, registration, error handling, and testing.
  • unreal-skill: use when creating, updating, or reviewing an Agent Skill. Covers what makes a good skill and how to structure one.

Source and attribution

Source:EpicGames/unreal-engine-skills-for-claude-code-plugininskills/unreal-mcpat commita6aa73a

License: No license

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