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@db-lyon/ue-mcp

MCP server and Unreal Editor bridge plugin

UE-MCP connects an AI assistant to Unreal Engine through MCP. The server talks to a C++ bridge plugin inside the editor, and the bridge exposes tools for levels, blueprints, materials, animation, VFX, PCG, UI, build, and more. It also supports YAML flows for multi-step runs and npm plugins for extending the tool surface.

324 stars57 forksC++Updated 6d ago
Who it's for

Builders who want their agent to inspect and change Unreal projects instead of only writing code beside them.

What it delivers

You can drive Unreal Editor work from plain language, including scene edits, asset changes, and build checks.

What it does

Unreal editor tool surface

Exposes editor actions for levels, blueprints, materials, assets, animation, VFX, PCG, UI, gameplay, and build tasks.

C++ bridge plugin

Runs inside Unreal Editor and forwards MCP calls to editor subsystems over WebSocket JSON-RPC.

YAML flows

Lets you group actions into reusable multi-step workflows in `ue-mcp.yml` and run them as one call.

Agent skills

Ships skill packs such as `ue-mcp-blueprint`, `ue-mcp-animation`, and `ue-mcp-native-cpp`.

Plugin extensibility

Supports npm plugins that add new actions or whole new categories to the tool surface.

Safety guards

Includes write guards, source control checks, and flow rollback to reduce unwanted editor changes.

Project setup and diagnostics

Provides `init`, `update`, and `doctor` commands for setup and troubleshooting.

How to get it

  1. 1Run
    npx ue-mcp init
  2. 2Then talk to your AI in plain English
    "Check the UE-MCP connection and tell me what's in the current level."
    "Place a point light 300 units above the player start, intensity 5000, warm white."
    "Create an emissive material that pulses, and apply it to every cube in the level."
    "Build the project in Development and report any compile errors."
  3. 3Run
    npx ue-mcp doctor

README

UE-MCP

npm version npm downloads CI stars MIT

Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 26 category tools covering 1930+ actions, plus a YAML flow engine for multi-step workflows and an npm plugin system for extending the surface.

That total is 1100+ actions of ue-mcp's own plus Epic's entire native AI Toolset Registry: on UE 5.8+ its 830 official Unreal tools are called in-process and surfaced as epic_* actions in the matching category, Sequencer in animation, PCG in pcg, static meshes in asset.

flowchart LR
    AI[AI Assistant] -->|stdio| MCP[MCP Server<br/>TypeScript / Node.js]
    MCP -->|WebSocket<br/>JSON-RPC| Plugin[C++ Bridge Plugin<br/>inside Unreal Editor]
    Plugin -->|UE API| Editor[Editor Subsystems]
    MCP -->|direct fs| FS[Config INI<br/>C++ Headers<br/>Asset Listing]

Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, StateTree, GAS, networking, sequencer, build pipeline - all programmable through natural language.

Filesystem reads (INI config, C++ headers, asset listing) work with the editor closed, so an agent can explore the project before anything is running.

Quick Start

npx ue-mcp init

The interactive setup will:

  1. Find your .uproject (auto-detects in current directory)
  2. Let you choose which tool categories to enable
  3. Deploy the C++ bridge plugin to your project
  4. Enable required UE plugins (Niagara, PCG, GAS, etc.)
  5. Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor, Codex)

Restart the editor once after setup to load the bridge plugin. To update later: npx ue-mcp update

Then talk to your AI in plain English:

"Check the UE-MCP connection and tell me what's in the current level."
"Place a point light 300 units above the player start, intensity 5000, warm white."
"Create an emissive material that pulses, and apply it to every cube in the level."
"Build the project in Development and report any compile errors."

If it doesn't connect

npx ue-mcp doctor

Documentation lives at https://ue-mcp.com/docs/, one page per file in docs/, published automatically on release. Link there rather than to a file in this repository.

Most first-run failures are one of three things: the editor hasn't been restarted since init, the bridge plugin failed to compile (check the editor's Output Log for UE_MCP_Bridge), or the editor is open on a different project than the one configured. See Troubleshooting.

Manual Configuration

If you prefer to configure manually, add to your MCP client config:

{
  "mcpServers": {
    "ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
    }
  }
}

See It Work

UE-MCP ships a built-in 19-step demo that builds a complete procedural scene - landscape, PCG scatter, Niagara VFX, materials, lighting, and a playable blueprint - entirely through the bridge:

demo(action="step", stepIndex=1)   ... through 19
demo(action="cleanup")             restores the level

Nothing is pre-authored. Every asset in the scene is created by the agent at runtime. Full walkthrough: Neon Shrine Demo.

What Can It Do?

CategoryExamples
LevelsPlace/move/delete actors, spawn lights and volumes, manage splines, actor bounds, water bodies
BlueprintsRead/write graphs, add nodes, connect pins, compile, CDO and component property access
MaterialsCreate materials and instances, author expression graphs, set parameters
AssetsCRUD, import meshes/textures/animations, datatables, mesh bounds/collision/nav
AnimationAnim blueprints, montages, retargeting, native Control Rig editing, deterministic pose analysis
VFXNiagara systems, emitters, modules, renderers, parameters
LandscapeSculpt terrain, paint weight layers, materials, splines, proxies
FoliagePainting, foliage types, instance queries
PCGAuthor and execute Procedural Content Generation graphs
AudioSoundCues, MetaSounds, attenuation, ambient audio, submixes
UIUMG widgets, editor utility widgets and blueprints, runtime delegate inspection
GameplayPhysics, collision, navigation, navmesh inspection, behavior trees, EQS, perception, input
StateTreeStates, tasks, conditions, transitions, bindings, evaluators, parameters
ChooserChooser tables, columns, rows, result assets
GASGameplay Ability System - attributes, abilities, effects, cues, actor stand-up
NetworkingReplication, dormancy, relevancy, net priority
EditorConsole, Python, PIE, viewport, sequencer, build pipeline, logs, editor lifecycle
ReflectionClass/struct/enum introspection, gameplay tags, SaveGame inspection
ProjectStatus, INI config, C++ source/header parsing, build
FabImport assets from your owned Fab library
PluginsInstall, configure, and provision UE-MCP extension plugins
EpicToolset Registry discovery, direct tool calls, agent skills (UE 5.8+)
DataflowDataflow graph nodes, pins, variables, templates (UE 5.8+)
ConversationDialogue graph nodes, speakers, entry points (UE 5.8+)
DemoBuilt-in 19-step Neon Shrine procedural scene
FeedbackSubmit tool-gap reports as GitHub issues

Full parameter-level reference: Tool Reference.

Flows

Any sequence of actions can be captured as a YAML flow in ue-mcp.yml next to your .uproject, then run as one call. Config is hot-reloaded, so you edit and re-run without restarting anything.

ue-mcp:
  version: 1

flows:
  build_and_check:
    description: Build the project and verify the editor is connected
    steps:
      1:
        task: project.build
        options:
          configuration: Development
      2:
        task: project.get_status
flow(action="run", flowName="build_and_check")

Every one of the 1930+ actions is also a flow task. Flows support step references, retries, rollback, custom tasks in your own .js/.ts, and shell steps. See Flows.

Plugins

UE-MCP is extensible through npm. A plugin can inject new actions into existing categories, or provision an entirely new category backed by its own C++ handlers.

npm install ue-mcp-<plugin>

Injected actions appear inside the pcg/landscape/etc. tools the agent is already using, so there is nothing extra for it to discover. See Plugins for the consumer view and Plugin Authoring for the contract.

Agent Skills

The package ships skills that teach agents the non-obvious parts of driving the editor, and they load automatically in clients that support them:

SkillCovers
ue-mcp-workflowRequired order of operations, editor lifecycle, project scoping
ue-mcp-animationUE 5.8 IK/retarget authoring, per-rig Control Rig solving, generic contact locks, bake and deterministic V&V
ue-mcp-blueprintGraph authoring, node discovery, pin wiring, compile loops
ue-mcp-niagaraEmitter/module stack authoring and renderer setup
ue-mcp-native-cppWriting and building native C++ against the bridge
ue-mcp-epic-routingWhen to route to the epic toolsets vs native handlers

Safety

An agent with write access to your project is a real risk, so the bridge is built with brakes:

  • Write guards - configurable rules can block or require confirmation on mutating methods before they reach the editor.
  • Source control guard - writes to checked-in assets can be gated on source control state instead of silently overwriting.
  • Flow rollback - handlers report created/existed/updated and flows can snapshot git state before a run, so a failed multi-step flow doesn't leave debris.
  • Idempotency by convention - re-running an action that already applied is a no-op rather than a duplicate.

Details: Guards and Handler Conventions.

Requirements

Unreal Engine5.4-5.8 (Windows), 5.6+ (Linux and macOS). epic category needs 5.8+.
Node.js18 or newer
UE pluginsPythonScriptPlugin (ships with the engine); init enables the rest for you
C++ toolchainRequired - the bridge is a C++ plugin and compiles on first editor launch. On Windows that means Visual Studio with the C++ workload; on macOS, Xcode command line tools.

Editor process control (editor(start_editor) / stop_editor / restart_editor) works on Windows, macOS and Linux. Set UE_EDITOR_PATH if the engine is installed somewhere non-standard.

Documentation

https://ue-mcp.com/docs

  • Getting Started - Zero-knowledge walkthrough, install to first actor placed
  • Tool Reference - Every tool, action, and parameter
  • Architecture - How the server, bridge, and editor fit together
  • Flows - Multi-step YAML workflows, custom tasks, rollback
  • Journal - The per-project record of what a session did, produced, and how it ended
  • Skill Packs - Written workflows an agent reads, and checking that the calls they teach still exist
  • Plugins - Extending the surface through npm
  • Configuration - ue-mcp.yml and MCP client config
  • Troubleshooting - Connection, build, and asset path issues
  • Development - Building from source, testing, contributing

Sponsor

Thanks for using UE-MCP. It's free and MIT licensed. If it helps your work, sponsorship is appreciated.

Contributing

Issues and pull requests welcome. Start with Development.

Install git-lfs before cloning - the bundled test project stores .uasset / .umap via LFS, and a plain git clone leaves them as pointer files.

If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically. That is how we prioritize which native handlers to add next.

License

UE-MCP is licensed under the MIT License. Use it freely in personal, educational, and commercial projects. See LICENSE.

Contributions are accepted under the same MIT License (inbound contributions are licensed under the project's outbound license).

Files in the repo

Repository payload20 top-level entries
  • .claude
  • .github
  • .husky
  • docs
  • plugin
  • scripts
  • skills
  • src
  • tests
  • .gitattributes
  • .gitignore
  • CLAUDE.md
  • LICENSE
  • mkdocs.yml
  • package-lock.json
  • package.json
  • README.md
  • SECURITY.md
  • tsconfig.json
  • vitest.config.ts

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