Funplay MCP for Unreal

Funplay MCP for Unreal

Enables AI assistants to directly control and interact with the Unreal Editor through natural language, allowing tasks such as spawning actors, building levels, creating materials, and running Python scripts.

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README

<p align="center"> <h1 align="center">Funplay MCP for Unreal</h1> <p align="center"><strong>The most advanced MCP server for the Unreal Editor.</strong></p> <p align="center"> <img src="https://img.shields.io/badge/Unreal%20Engine-5.3%E2%80%935.8-blue" alt="Unreal Engine 5.3-5.8" /> <img src="https://img.shields.io/badge/license-MIT-green" alt="MIT" /> <img src="https://img.shields.io/badge/MCP-compatible-purple" alt="MCP compatible" /> <img src="https://img.shields.io/badge/editor-only-lightgrey" alt="Editor only" /> </p> <p align="center"><a href="./README_CN.md">δΈ­ζ–‡</a> | English</p> </p>

πŸ’– If this saves you time, please star the repo β€” it helps a lot.


Funplay MCP for Unreal lets AI assistants β€” Claude Code, Cursor, Windsurf, Codex, VS Code Copilot and any other MCP client β€” operate directly inside a running Unreal Editor. It is a pure-Python editor plugin (no C++ build, works across Unreal Engine 5.3–5.8) that exposes the editor over a local MCP server, plus a tiny Node.js stdio bridge that connects your AI client to it. MIT-licensed and free for commercial use.

Describe what you want in natural language β€” spawn and arrange actors, build levels and Blueprints, create materials, import assets, drive Play-In-Editor, capture screenshots, or run arbitrary execute_python β€” and let the assistant do it.

"Build a small arena: a floor, four walls, some point lights, and a player start in the middle. Then play it and send me a screenshot."

The assistant inspects the level, spawns and positions the actors, sets up lighting, enters Play-In-Editor, and returns a screenshot β€” all through this MCP server.

Demo

<p align="center"> <img src="./docs/assets/codex-to-unreal-castle-demo.gif" alt="Codex uses Funplay MCP to build a castle in Unreal Editor" width="900" /> </p>

Codex asks for a castle, Funplay MCP drives the Unreal Editor through MCP, and the finished scene appears directly in the editor.

Quick Start

Three things: (1) drop the plugin into your project, (2) enable it and start the server, (3) point your AI client at it.

1. Install the plugin

πŸ’‘ The plugin is pure Python β€” there is nothing to compile.

  • Copy the FunplayMCP/ folder into your project's Plugins/ directory (<YourProject>/Plugins/FunplayMCP/), or download Funplay.UnrealMcp.vX.Y.Z.zip from the latest Release and extract it there.
  • It depends on the engine's Python Editor Script Plugin, which the .uplugin enables automatically.

2. Enable and start the MCP Server

  • Open your project. In Edit β†’ Plugins, confirm Funplay MCP for Unreal is enabled, then restart the editor if prompted.
  • On startup the server listens at http://127.0.0.1:8765/ by default. If the port is busy it automatically picks a free local port (and a second editor of the same project attaches to the existing server).
  • A per-project auth token is generated and stored in <YourProject>/Saved/FunplayMCP/funplay_mcp_settings.json.
  • Get the endpoint and token any time from **Tools β†’ Funplay MCP β†’ Log Endpoint
    • Token** (printed to the Output Log).

3. Configure your AI client

The fastest path is the editor menu: Tools β†’ Funplay MCP β†’ Configure Claude Code (or Cursor / VS Code / Codex). It writes the right config with the endpoint and token filled in.

<details> <summary>Manual configuration</summary>

Claude Code (~/.claude.json), Cursor (~/.cursor/mcp.json):

{
  "mcpServers": {
    "funplay-unreal": {
      "command": "npx",
      "args": ["-y", "funplay-unreal-mcp"],
      "env": {
        "FUNPLAY_UNREAL_MCP_URL": "http://127.0.0.1:8765/",
        "FUNPLAY_UNREAL_MCP_TOKEN": "<token from the Funplay MCP menu>"
      }
    }
  }
}

VS Code (mcp.json) uses the servers key; Codex (~/.codex/config.toml) uses a [mcp_servers."funplay-unreal"] table. Both are written for you by the one-click menu. </details>

4. Verify the connection

Ask your assistant to:

  • call get_project_info,
  • read the resource unreal://project/context,
  • run execute_python with result = unreal.SystemLibrary.get_engine_version().

Before You Start

  • Editor only. The server runs inside the Unreal Editor; it does not ship in packaged games.
  • Loopback only. It binds 127.0.0.1 and rejects non-loopback Origins; POST requests require the per-project auth token.
  • Default core profile. A focused 32-tool set is exposed by default; switch to full (97 tools) in the settings file when you want everything.
  • execute_python safety checks are on by default (a filesystem/process denylist); pass safety_checks=false to override per call.
  • All unreal API work is marshalled onto the game thread, so the editor never crashes from off-thread access.

Why This Project

  • execute_python first. A first-class tool that runs arbitrary Python in the editor β€” anything the 96 dedicated tools don't cover, you can still do.
  • API discovery built in. search_api / describe_class / inspect_object read the embedded unreal module's own docs, so the assistant uses the real API instead of hallucinating it.
  • Pure Python, no build. No C++ module, no compile step, portable across UE 5.3–5.8.
  • Safe by construction. Game-thread marshalling, loopback binding, auth token, and DNS-rebinding protection out of the box.
  • One-click client config + project skills. Configure Claude Code / Cursor / VS Code / Codex and generate an AGENTS.md bridge from the editor menu.
  • Same family, same conventions as Funplay MCP for Unity / Godot / Cocos.

Highlights

  • 97 built-in tools (32 in the default core profile) across 20 categories.
  • MCP resources (unreal://...) for project, level, selection, logs, and the tool catalog, plus prompt templates for common workflows.
  • Structured results β€” every tool returns JSON the assistant can reason over; screenshots come back as inline images.
  • Auto port-fallback and same-project instance attach.
  • Zero-dependency Node bridge published to npm as funplay-unreal-mcp.

MCP Capabilities

  • Tools: 97 (32 core / 97 full).
  • Primary execution: execute_python β€” run any Python snippet in the editor.
  • Prompts: level_review, feature_plan, debug_runtime, blueprint_actor.
  • Resources: unreal://project/context, unreal://project/info, unreal://level/current, unreal://actors/list, unreal://selection/current, unreal://tools/catalog, unreal://logs/recent, unreal://interaction/history, plus templates unreal://actor/{ref} and unreal://asset/{path}.

Comparison with Funplay MCP for Unity

Funplay MCP for Unreal Funplay MCP for Unity
Editor side Pure-Python plugin (no build) C# package
Primary execution execute_python (embedded unreal) execute_code (in-memory C#)
Transport Local HTTP + stdio bridge Local HTTP + stdio bridge
Default exposure core profile (32 of 97) core profile
Engine versions UE 5.3–5.8 Unity 2022.3+
Client config One-click (Claude/Cursor/VS Code/Codex) One-click

Built-in Tools

97 built-in tools (32 core). Call get_tool_catalog for the live list.

Category Tools
Execution execute_python, run_console_command
Reflection search_api, describe_class, list_enum_values, inspect_object
Actors spawn_actor, spawn_actor_from_asset, destroy_actor, duplicate_actor, set_actor_transform, set_actor_label, set_actor_property, attach_actor, get_actor_info, list_actors, find_actors, batch_spawn_actors
Components add_component, list_components, get_component_properties, set_component_property, set_static_mesh, set_material, set_physics_properties, add_ism_instances
Assets list_assets, find_assets, get_asset_info, duplicate_asset, rename_asset, delete_asset, save_asset, import_asset, create_folder, asset_exists, get_asset_references
Blueprints create_blueprint, add_blueprint_component, compile_blueprint, get_blueprint_info, spawn_blueprint
Materials create_material, create_material_instance, set_material_instance_parameter, get_material_info, add_material_expression, connect_material_expressions, connect_material_property, recompile_material
Levels new_level, load_level, save_current_level, save_all_dirty, get_level_info, list_levels
Play-In-Editor play_in_editor, stop_play_in_editor, simulate_in_editor, get_play_state
Viewport set_viewport_camera, get_viewport_camera, focus_viewport
Screenshots take_screenshot
Selection get_selection, set_selection, select_none, get_selected_assets
Editor State get_editor_state, get_project_info, get_output_log, sync_content_browser, health_status, undo, redo
Files read_file, write_file, list_directory, file_exists
Procedural build_wall, build_floor, build_stairs, scatter_actors
Organization set_actor_folder, create_layer, add_actors_to_layer, list_layers
Data create_data_table, get_data_table, set_data_table_rows, export_data_table_csv
UMG create_widget_blueprint, add_widget, set_widget_property
Effects spawn_niagara_system, set_niagara_parameter
Discovery get_tool_catalog

Repository Layout

FunplayMCP/                         # the Unreal editor plugin (pure Python)
  FunplayMCP.uplugin
  Content/Python/
    init_unreal.py                  # auto-run entry point
    funplay_mcp/                    # server, transport, registry, providers
      tools/                        # one module per tool category
stdio-wrapper/                      # zero-dependency Node.js stdio<->HTTP bridge
scripts/                           # validate_repo.py, package_release.py
tests/                             # Node + Python tests (run without the editor)
server.json                        # MCP registry manifest

Architecture

AI client (Claude Code / Cursor / ...)
        β”‚  stdio (MCP JSON-RPC)
        β–Ό
funplay-unreal-mcp  (Node bridge, npx)
        β”‚  HTTP + token  β†’  127.0.0.1:8765
        β–Ό
Unreal Editor plugin (Python)
        β”‚  game-thread pump (register_slate_post_tick_callback)
        β–Ό
unreal API  β†’  Actors / Assets / Blueprints / Levels / PIE

Contributing

See CONTRIBUTING.md. Run python3 scripts/validate_repo.py before opening a PR.

License

MIT β€” see LICENSE.

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