
UnrealMCP — AI Bridge for Unreal Engine 5
io.github.aadeshrao123由 GitHub 帳號 aadeshrao123 發布v1.3.1更新於 Oct 24, 2026
Control the Unreal Engine 5 editor from any MCP client: Blueprints, materials, Niagara.
概覽
將 AI 助理連接到 Unreal Engine 5 編輯器,讓它能建立與編輯藍圖、材質、Niagara 特效、關卡與資產。
- 可以做什麼
- 尋找、匯入、複製、重新命名、刪除與儲存資產,並讀取或設定資產屬性與參照關係。建立、編譯與編輯藍圖,包含元件、變數、函式與圖表節點。建構並驗證材質與材質函式圖表,將材質套用到 Actor 與藍圖。生成、變換與刪除 Actor,讀取關卡資訊並擷取視埠截圖。編寫 Niagara 系統、發射器、模組、渲染器、暫存模組與圖表節點,以及 StateTree、增強輸入、UMG 控制項、資料表與資料資產。執行效能追蹤與分析,並在編輯器中執行任意 Python。
- 適用情境
- 適用於在 Unreal Engine 5 專案中工作、希望助理直接檢視或修改編輯器內容的情況,例如建立藍圖與材質、調整 Niagara 特效、編輯資料表或進行效能分析,而不必手動在編輯器中操作。
- 執行需求
- 以本機 stdio 程序執行,從 PyPI 套件 unrealmcp 安裝,需要 Python 3.10+ 與 Unreal Engine 5.7(較早的 5.x 版本可能可用)。需將 UnrealMCP 外掛複製到專案的 Plugins 目錄,並啟用 PythonScriptPlugin、EditorScriptingUtilities 與 EnhancedInput 外掛。編輯器必須保持開啟。另有選用的 npm 命令列工具 unrealcli,提供非 MCP 的使用方式。
安裝
在 SourceWeft 中
- 開啟 儀表板中的 UnrealMCP — AI Bridge for Unreal Engine 5,將其新增到工作區。
- 為需要使用其工具的對話啟用該服務。
Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。
其他 MCP 客戶端
參照 儲存庫 中的啟動說明。
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: MIT] [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 MIT 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
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.
來源:README.md,提交 dadf24f
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0版本歷史
1- v1.3.1最新Sep 16, 2026
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