UEAgent
io.github.CarlxsMG由 GitHub 账号 CarlxsMG 发布v2.10.1更新于 Nov 5, 2026
MCP server for Unreal Engine 5, built into the editor: Blueprints, materials, levels, Niagara, PCG.
概览
内置于 Unreal Engine 5 编辑器的插件,提供 MCP 端点,让 AI 助手创建和检查蓝图、材质、关卡、Niagara 与 PCG。
- 可以做什么
- 创建和编辑蓝图、组件与图表,并编译和检查
- 构建和调整材质、关卡、地形、植被、World Partition 与 PCG
- 处理动画、Niagara、Sequencer、UMG、GAS、AI、音频与 USD 资产
- 启动 PIE、读取属性、截图并停止运行
- 审计资产与类,查找错误引用、编译错误和商城包继承关系
- 搜索、描述并加载其余工具目录,并把随附技能作为提示和资源提供
- 适用场景
- 适用于 Windows 上的 Unreal Engine 5.7 或 5.8 项目,希望助手直接在编辑器中修改并验证内容,例如搭建蓝图 Actor、修复编译错误、调整材质或审计项目,而不只是生成需要手动粘贴的代码。
- 运行要求
- 需要 Windows(Win64)上的 Unreal Engine 5.7 或 5.8;插件放入项目的 Plugins 目录,或用 Visual Studio 2022 从源码构建。编辑器必须处于运行状态,因为插件本身在 127.0.0.1 的 55561 端口提供 Streamable HTTP 服务,MCP 客户端连接该地址。无需额外运行时、账号或 API 密钥。
安装
在 SourceWeft 中
- 打开 控制台中的 UEAgent,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。
其他 MCP 客户端
参照 仓库 中的启动说明。
README
UEAgent
The MCP server for Unreal Engine 5, built into the editor.
More than 1,500 tools that let Claude Code, Cursor or any MCP client build in Unreal,
with every change checked before it runs and read back after.
[Unreal Engine 5.7 | 5.8] [MCP: Streamable HTTP] [1,500+ tools] [License: MIT] [CI] [Docs] [UEAgent MCP server on Glama]
English · Español
UEAgent is an Unreal Engine 5.7 and 5.8 editor plugin that lets AI agents operate the editor through the Model Context Protocol. The plugin is the server: it serves Streamable HTTP from inside the editor, with no Python or Node process in between.
Why UEAgent
- The whole engine, not a demo. Blueprints and their graphs, materials, animation (AnimBP, montages, IK, Pose Search), Niagara, landscapes and foliage, World Partition, PCG, Sequencer, UMG/CommonUI/MVVM, GAS, AI (Behavior Trees, StateTree, EQS, Smart Objects), audio and MetaSounds, USD and Interchange, PIE control and inspection: see the tool reference.
- Verified, not assumed. An editor call that answers
success: trueproves nothing, so every call goes through a contract:- preconditions refuse the calls known to crash or freeze the editor, and say what to do instead;
- readback re-reads the state after the call, and reports as failed a write that did not stick, a zero that proves nothing or a change that landed in the wrong PIE world.
- Safe with your content. Every tool call is one undo step, named after the tool, so Ctrl+Z reverts it. Vendored libraries listed as Read Only Content Roots cannot be saved, renamed, moved or deleted by any tool, and calls that are unreliable while Play-in-Editor runs are refused while it runs.
- Built for real sessions. Several agents can share one editor: protocol work runs on network threads, and every tool call runs on the game thread through one queue. The Activity panel (status bar > MCP > Activity) lists each call with its duration and outcome.
How a server inside the editor differs from one outside it, and the questions to ask any MCP server for Unreal: Choosing an MCP server.
Quick start
Let your agent do it. Open Claude Code, Cursor, Codex or another agent in your project's folder and paste:
It does the steps below, checks the download's SHA-256 and asks before it changes anything; you reload its MCP servers at the end. See llms-install.md. Or by hand:
-
Install. Download the latest
UEAgent-*-UE5.8-Win64.zip(or-UE5.7-, for your engine) from Releases and unzip it into<YourProject>/Plugins/, or build it from source. -
Open the project. The status bar shows MCP · 55561 with a green dot once the server is up (if it does not, see Troubleshooting).
-
Connect an agent. From that status-bar menu, Connect Claude Code to this project writes the
unrealentry of your project's.mcp.json, and Connect another client does the same for Cursor, VS Code, Antigravity CLI and OpenCode (and copies the command for Codex). Or, for yourself only:Any MCP client that speaks Streamable HTTP can connect to the same URL: see Clients.
-
Ask. For example: "Create a Blueprint actor BP_Door with a door mesh and a box trigger, and open the door with a timeline when the player overlaps the trigger."
What you can ask
More in Examples.
Clients
By default the server lists its 11 core tools, and four tools that search, describe and run the rest or
add a pack or a whole domain to the list. ?tools=all at the end of the URL lists every tool, and
?tools=compact only three: see tool lists.
Directories
UEAgent is listed in:
- the official MCP Registry, as
io.github.CarlxsMG/UEAgent, which other directories and clients read from; - Glama, the MCP server directory;
- awesome-mcp-servers, under Gaming;
- awesome-unreal, under Editor.
Skills
UEAgent ships agent skills in the open Agent Skills format, for Claude Code, Codex, Cursor, VS Code, Antigravity CLI, Gemini CLI and OpenCode. Install them into the project from the editor's status bar: MCP · 55561 > Skills. They come with the plugin, so they always match its tools.
The client loads them by itself when a request matches. The server also serves them as MCP prompts and resources, ueagent://guide among them, for a client without the skills installed. More in Skills.
Documentation
Also on the web, with search and a tool explorer: carlxsmg.github.io/UEAgent.
Requirements
- Unreal Engine 5.7 or 5.8 on Windows (Win64), the only platform the plugin declares. Each release has a zip for each engine; a few tools need 5.8 (see the FAQ).
- To build from source: Visual Studio 2022 with the C++ toolchain.
- The plugin enables the engine plugins its tools use (see
UEAgent.uplugin): among them PythonScriptPlugin, EditorScriptingUtilities, Niagara, PCG, StateTree, ControlRig, IKRig, PoseSearch, Interchange and USD. Game Features is the exception: the plugin does not turn it on, and its five tools work once your project enables it.
Build from source
Copy or clone this repository to <YourProject>/Plugins/UEAgent, then open the project and let
Unreal build it, or build the editor target from your IDE. When the editor starts, the log shows
MCP HTTP server started on http://127.0.0.1:55561/mcp (... tools ...).
Updating
MCP · 55561 > Check for updates asks GitHub for the latest release. If it is newer, Download and
install downloads the zip for your engine, checks it against the release's SHA256SUMS.txt, and
installs it when the editor closes, or right away with Restart now, which closes the editor,
installs it and opens the editor again. The previous version is kept in Saved/UEAgentUpdate/Backup,
and if the new one cannot be moved in, the previous one is put back.
A git clone is updated with git pull, and a copy installed from Fab from the Epic Games Launcher.
After an update, reconnect your client so it lists the tools again.
Settings
Editor Preferences > Plugins > UEAgent (per user):
Project Settings > Plugins > UEAgent (shared, saved to Config/DefaultEditor.ini):
Console commands
Security
- The server listens on 127.0.0.1 only. It also refuses a request whose
Hostis not the loopback (DNS rebinding) or whoseOriginis a web page. - Without an Auth token, any process on the machine can call it. Set one on a shared machine;
the
.mcp.jsonentry reads it from${UEAGENT_TOKEN}. - The tools act with the editor's rights: they run Python, read and write files, save, rename and
delete assets, edit
.inifiles and launch processes (a package build, a dedicated server). Connecting an agent gives it the editor. Read Only Content Roots keeps the tools from saving, renaming, moving or deleting anything under the roots you list.
To report a vulnerability, see SECURITY.md.
Privacy
UEAgent sends nothing about you or your project: no telemetry, no analytics. Its only connection of its own is to GitHub, to look for a newer release: when you click Check for updates, or once a day on startup if you turn Check for updates at startup on (it is off). That request says which version of UEAgent asks, and nothing else. The server only listens on 127.0.0.1, and a tool's answer goes to the MCP client you connected, on the same machine. What that client then sends to its model provider is up to the client.
Accessibility
What the editor UI and the documentation offer for accessibility, what they lack, and how to report a barrier: see ACCESSIBILITY.md.
Contributing
Questions and ideas go to Discussions. Bug reports and pull requests are welcome: CONTRIBUTING.md explains how the code is organized, how a tool is added and what is checked before a change is merged.
License
UEAgent is released under the MIT License.
Trademarks
Unreal and Unreal Engine are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere. UEAgent is an independent project, not affiliated with or endorsed by Epic Games.
来源:README.md,提交 f8ca424
工具
0版本历史
7- v2.10.1最新Nov 5, 2026
- v2.10.0Nov 3, 2026
- v2.9.0Oct 29, 2026
- v2.8.2Oct 25, 2026
- v2.8.1Oct 25, 2026
- v2.7.0Oct 24, 2026
- v2.6.0Oct 23, 2026
评分
已满足适用检查项的 50%
该评分衡量此收录条目的完整程度,依据注册中心条目、端点与公开来源计算得出。它不是对服务器本身的评价,也不表示服务器安全或当前可用:可连通性是带日期的检查结果,评分也不包含安装量或用户评价。
- 近 30 天内可连通25 分
请保持端点能够响应 MCP 握手;SourceWeft 每 30 天探测一次。
- 已声明认证方式10 分
请在注册中心条目中声明凭据请求头,或保持端点能够响应探测,以便判定其认证方式。
- 已列出工具15 分
请让服务器在无凭据时响应 tools/list,或发布可在沙箱中无凭据启动的软件包。
- 描述必需15 分
- 图标10 分
- 文档15 分
- 许可证10 分