
Unreal Engine Mcp
io.github.ChiR24由 GitHub 账号 ChiR24 发布v0.6.1-beta-b更新于 Nov 8, 2026
EngineWire: drive the Unreal Editor (UE 5.0-5.8): levels, Blueprints, UI, materials, VFX and more.
概览
把 MCP 客户端连接到正在运行的 Unreal 编辑器,让助手通过单一网关工具搭建关卡、蓝图、材质、特效与玩法。
- 可以做什么
- 通过单一网关工具搜索、查看并执行 450 多项编辑器能力
- 创建和编辑关卡、Actor、蓝图、UMG 控件、材质与贴图
- 搭建环境、几何体、PCG 图表、Niagara 特效、动画与玩法系统
- 制作序列、过场与音频,并管理资产和源码控制
- 运行带模拟输入的 PIE、截图、读取日志、性能分析、执行 Python 并打包构建
- 适用场景
- 适用于使用 Unreal Engine 5.0-5.8 并希望助手直接改动编辑器的场景,例如生成和摆放 Actor、连线蓝图、布局 UI,或运行并验证游戏过程,而不是只给出需要手动执行的步骤。
- 运行要求
- 本地 Unreal Engine 5.0-5.8 项目,需安装 EngineWire 编辑器插件(来自 Fab 或发布包)并启用原生 MCP 服务器。方式 A 通过 127.0.0.1:3000 的 HTTP 连接,并在 X-MCP-Capability-Token 请求头中携带项目能力令牌。方式 B 运行 npm 包,需要 Node.js 20.19 或更高版本,并通过 UE_PROJECT_PATH 定位令牌;UNREAL_MCP_URL 与 LOG_LEVEL 可选。
安装
在 SourceWeft 中
- 打开 控制台中的 Unreal Engine Mcp,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
[EngineWire: let any AI assistant work inside the Unreal Editor]
EngineWire
[License: MIT] [npm] [Get it on Fab] [MCP SDK] [Unreal Engine 5.0-5.8] [MCP Registry] [Documentation: wiki] [Project Board] [Discussions]
EngineWire connects Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor,
and let it build levels, Blueprints, UI, materials, effects and more, through a native C++ editor plugin.
🧭 One tool, over 400 capabilities · ⚙️ Native C++ editor plugin · 🌐 HTTP or stdio · 🔐 Local and token-protected by default · 🎮 Unreal Engine 5.0 – 5.8
🌐 enginewire.dev · 🛒 Fab · 🚀 Quick Start · 📖 Wiki · 📦 Releases · 💬 Discussions
📌 Which version is this? This README describes 0.6.0, the stable release: the plugin on Fab and on the Releases page, and npm
unreal-engine-mcp-server(latest). The previous release, 0.5.30, exposes 23 separate tools instead of one; staying on a 0.5.30 plugin means pinning[email protected]. See Upgrading from 0.5.x.
Contents · What it does · How it works · Quick start · The unreal tool · Configuration · Security · Engine plugins · Docker · Documentation · Development · Community
What it does
Over 450 capabilities in all, behind a single MCP tool. The assistant finds them by searching in plain words, so nobody has to learn their names. The full list is the generated Action Reference.
[Unreal Editor 5.8 showing a platformer level built with the MCP; the status bar reads MCP :3000 (1)]
A platformer level built with the MCP, in Unreal Editor 5.8. Bottom right: the plugin's status, MCP :3000 (1), meaning the native server is running on port 3000 with one client connected.
How it works
The EngineWire plugin runs inside the editor and does all the work, on the editor's game thread, and serves MCP itself. Clients reach it in one of two ways, and both get the same single tool, unreal:
Everything listens on 127.0.0.1 and requires the project's capability token unless you change it.
Quick start
The Quick Start page walks through this with screenshots. You need Unreal Engine 5.0 to 5.8. Installing from Fab needs nothing else; building the plugin from source needs a project with C++ code (a Blueprint-only project can install from Fab or use prebuilt binaries).
1. Add the plugin
From Fab (no compiler needed). Get EngineWire on Fab. In the Epic Games Launcher, open Unreal Engine › Library › Fab Library, find EngineWire and click Install to Engine for your engine version. Open your project, enable EngineWire in Edit › Plugins and restart the editor. Fab's 0.6.0 build ships with the native server off: if the status bar reads MCP off, turn on Enable Native MCP Server in Edit › Project Settings › Plugins › EngineWire › Native MCP and restart once more. Fab updates follow Epic's review, so the Fab build can trail the newest release here.
From a release. Download EngineWire-plugin-<version>.zip from the newest release on the Releases page, and copy the EngineWire folder it contains into your project:
Or use a clone of this repository: copy plugins/EngineWire/, or reference the folder from your .uproject with "AdditionalPluginDirectories": ["C:/Path/To/Unreal_mcp/plugins"].
Open the project and let Unreal rebuild the plugin. When it's loaded, the status bar shows MCP :3000 (0): the plugin serves MCP on port 3000. If you see "Engine modules cannot be compiled at runtime", build the project once in Visual Studio, Rider or Xcode. More in Installation.
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
Prebuilt binaries (Blueprint-only projects, teams)
Build the plugin once on a machine with the engine and a compiler, then hand out the zip. No compiler is needed on the target machine:
This writes build/EngineWire-v<version>-UE5.7-<Platform>.zip, where <version> is the package.json version (currently 0.6.1-beta-a). Unzip it into YourProject/Plugins/. Binaries only work with the engine minor and platform they were built for: a 5.6 build won't load in 5.5, 5.7 or 5.8.
2. Connect your client
Route A · Native HTTP (no Node.js)
-
Enable Native MCP Server is on by default (Edit › Project Settings › Plugins › EngineWire, port
[The Native MCP section of the plugin settings, with Enable Native MCP Server ticked]3000); Fab's 0.6.0 build ships with it off. A project where it is off needs it on and an editor restart. -
Read the capability token the plugin generated:
<YourProject>/Saved/MCP/capability-token. Treat it like a password. -
Add the server to your client and send the token in the
X-MCP-Capability-Tokenheader. Claude Code:Or in a project
.mcp.json(Claude Code), reading the token from an environment variable:Cursor (
.cursor/mcp.json) takes the sameurlandheaderswithouttype. VS Code, Windsurf and others: Connecting Clients. -
Check it: when the client connects, the count in the status bar goes up.
[Unreal Editor status bar showing MCP :3000 (1): the native MCP server on port 3000 with one client connected]
Route B · stdio (Node.js 20.19+)
The package is a small stdio proxy in front of the same /mcp. A client connected straight to /mcp loses its session whenever the editor closes or crashes, and has to reconnect by hand. Through the proxy, every call answers NOT_CONNECTED while the editor is down, and the first call after it is back reaches it, with no reconnect. It keeps the editor's last tool list, so a session that starts before the editor still gets the real tool.
Add this to your client's MCP configuration, for example Claude Desktop's claude_desktop_config.json:
Or let the package write it (0.6.1-beta-a and later, so @beta until 0.6.1 is the stable release): npx unreal-engine-mcp-server@beta init claude --project C:/Path/To/YourProject shows the entry for Claude Code's .mcp.json (also cursor, vscode, gemini and codex), keeping the file's other servers, and --write saves it. npx unreal-engine-mcp-server@beta doctor checks Node, the token (never shown), the editor's answer and that both sides run the same version.
UE_PROJECT_PATH (the project folder or its .uproject) is how the proxy finds the capability token (MCP_AUTOMATION_CAPABILITY_TOKEN overrides it). UNREAL_MCP_URL points it at another endpoint (default http://127.0.0.1:3000/mcp). Pair it with a 0.6 plugin; a 0.5.x plugin serves its 23 separate tools instead of the unreal gateway.
3. Try it
With the editor open, ask your assistant to "list the actors in the current level", "spawn a point light 300 units above the origin", or "take a screenshot of the viewport". If it doesn't connect, see Troubleshooting.
The unreal tool
Both routes expose exactly one MCP tool, unreal, with four operations. Only the contract the model is about to use gets loaded, instead of hundreds of tool schemas:
A typical exchange:
- Parameters are strict. An undeclared name is refused with
UNDECLARED_PARAMETERand the list of allowed names; every error carries an executablenextCall. - Deletes need consent. Every destructive capability, plus some risky writes, only runs with the
consentGrantfromdescribe, passed back as a top-levelconsentfield. - Names. A call names the
tool+actionpair or a capability id, such as"capability": "control_actor.spawn".
Full reference with real replies: Using the Gateway.
Migrating from direct tool calls
The single unreal tool is permanent on both routes; there is no opt-out and no 23-tool listing to restore. A client that still calls a canonical tool name directly (tools/call with name: "manage_asset", name: "control_actor", …) receives a bounded, copy-paste-executable DIRECT_TOOL_CALL_REMOVED receipt instead of a routed call. Its nextCall drills exactly one level: { "operation": "search" } for an unknown name, { "operation": "describe", "tool": "<tool>" } when no action was given, or { "operation": "execute", "tool": "<tool>", "action": "<action>", "params": { ... } } when the call already named an action. Run that nextCall through unreal to finish the migration. See Upgrading.
Protocol versions
Both routes negotiate the MCP protocol version at initialize: 2025-11-25 (latest), 2025-06-18 or 2025-03-26. A client asking for an older version is answered with 2025-11-25. An unsupported MCP-Protocol-Version header on the native route gets HTTP 400. Both also serve MCP 2026-07-28 per request, with no initialize or session, and answer server/discover with it. Details: docs/protocol.md.
The 23 internal tools behind unreal
These route requests inside the gateway; clients never list them. More in the Tools Reference.
Configuration
Most setups touch one setting: UE_PROJECT_PATH for Route B; Route A needs none. Everything is listed on the Configuration page.
Plugin settings (Project Settings › Plugins › EngineWire, saved in Config/DefaultGame.ini):
Environment variables (Route B only, in the client's env block):
Security
- Local by default. Both routes listen on
127.0.0.1only. The native server never binds off-loopback: it has no TLS, so reach it from another machine through an SSH tunnel (ssh -L 3000:127.0.0.1:3000) or a TLS proxy. The WebSocket bridge binds a LAN address only with Allow Non Loopback, Require Capability Token and Enable Tls all on. The proxy sends the token to another machine only withUNREAL_MCP_ALLOW_REMOTE_TOKEN=1. - Capability token. Generated per project at
<Project>/Saved/MCP/capability-token(a value typed into Capability Token overrides it) and compared in constant time. Delete the file and restart the editor to rotate it. - Consent for destructive work. Deletes and some other writes need a per-call consent grant, which the plugin checks itself.
- Guard rails. Asset paths are limited to
/Game,/Engine,/Script,/Tempand/Niagara, and a content path may also sit under a mount the connected editor reports; arguments the server treats as files (such asfilePath, andoutputPatheven where it names an asset) never use the reported mounts; console commands that chain or quit the editor are blocked; the plugin's own settings are out of reach of automation.
Details: Security. Please report vulnerabilities privately through GitHub security advisories.
Engine plugins
The bridge declares its engine-plugin dependencies, so Unreal enables them together with it.
Required (always enabled with the bridge)
Optional (used when present, skipped when not)
The plugin targets every Unreal Engine minor from 5.0 to 5.8. If it fails to build on yours, please open an issue with the build log.
Docker
The image runs the stdio proxy. It has to reach the editor's /mcp on 127.0.0.1:3000, so use host networking (Linux), and pass the token because the container can't read your project folder:
Use -i without -t: a TTY corrupts the MCP stream on stdout.
Documentation
Development
The capability records in src/tools/catalog/capabilities/records/ are the single source of truth; every *.generated.* file, the plugin's MCP/Generated/ shards and the action reference are generated from them. Never hand-edit generated files. How to add a capability: Development.
CI runs, in order: ESLint (npx eslint . --max-warnings=0), type-check, unit tests, registry:check, manifest:check, headers:check, the strict parameter audit (test:params) and eval:check, then a blocking runtime dependency audit (npm audit --omit=dev --audit-level=moderate) and an informational full-tree audit. A Node 20.19 / 26 matrix adds build. Plugin packaging runs only when an Unreal Engine root is configured, because CI runners don't ship an engine. Release archives exclude Binaries/, Intermediate/ and Saved/.
Community
Contributing: keep pull requests small and focused, with a Conventional Commits title; include reproduction steps for bugs; follow the existing code style. See CONTRIBUTING.md.
License
MIT. See LICENSE.
来源:README.md,提交 d8c4634
工具
0版本历史
8- v0.6.1-beta-aNov 7, 2026
- v0.6.0Oct 29, 2026
- v0.6.0-beta-fOct 16, 2026
- v0.6.0-beta-eOct 9, 2026
- v0.6.0-beta-cOct 2, 2026
- v0.6.0-beta-bSep 25, 2026
- v0.6.0-beta-aSep 18, 2026
- v0.5.30Sep 16, 2026
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