Unreal Engine MCP
An MCP server that lets an AI agent drive Unreal Engine 5: create projects, import assets, build levels and Blueprints, configure replication, compile C++, run Play In Editor and package the game.
README
Unreal Engine MCP
An MCP server that lets an AI agent drive Unreal Engine 5: create projects, import assets, build levels and Blueprints, configure replication, compile C++, run Play In Editor and package the game.
No C++ plugin to compile. It uses two plugins that already ship with the engine — Python Editor Script Plugin and Remote Control API — and talks to the editor over local HTTP.
┌─ LOCAL layer ── processes + public HTTP
│ UnrealEditor.exe, UnrealBuildTool, RunUAT, asset downloads
Agent ──stdio──▶ MCP │
└─ EDITOR layer ── HTTP :30010 (Remote Control API)
└─ ExecutePythonCommandEx → running editor
The local layer exists because the Remote Control API only works against an editor that is already running: creating a project, launching it, compiling and packaging all have to happen at the process level.
- 49 tools — full reference
- 91 tests, none of which need Unreal installed
- Unreal automation notes — the API traps found the hard way
Requirements
- Unreal Engine 5.0 or newer (developed and tested against 5.8 — see version compatibility)
- Python 3.10+
- Windows for the local layer (process handling and build scripts are Windows-specific). The editor layer is platform-neutral.
Unreal version compatibility
The server detects what the running engine supports at startup of each call —
ue_status reports it under capabilities — and fails with an explicit
message instead of a cryptic Python error when a feature is missing:
| Feature | Works on |
|---|---|
| Actors, levels, spawn/transform, PIE, project settings, build & packaging, Sound Cues | 5.0+ |
Blueprint creation, components (SubobjectDataSubsystem) |
5.0+ |
glTF/.glb import via Interchange |
5.2+ (earlier: enable the glTF Importer plugin; the tool tells you when that is the problem) |
Blueprint member variables + per-variable replication (ue_add_variable) |
5.4+ (no Python API before that — the tool says so explicitly) |
| MetaSounds | any 5.x with the MetaSound plugin enabled |
Custom engine builds are fine: detection is based on the actual Python API surface, not on the version number.
Install
git clone https://github.com/FFZackFair92/unreal-engine-mcp.git
cd unreal-engine-mcp
pip install -e .
Connect it to your client
The server speaks standard MCP over stdio, so any MCP-capable client works — Claude, Cursor, VS Code, Windsurf, OpenAI Codex, custom agents. The command is always the same; only where the config lives differs.
Claude Desktop / Cowork
Settings ▸ Developer ▸ Edit Config, then add to mcpServers:
{
"mcpServers": {
"unreal-mcp": {
"command": "python",
"args": ["-m", "unreal_mcp.server"],
"env": { "UE_MCP_PORT": "30010" }
}
}
}
Claude Code
claude mcp add unreal-mcp -- python -m unreal_mcp.server
Cursor
~/.cursor/mcp.json (global) or .cursor/mcp.json in the project — same JSON
shape as Claude Desktop (mcpServers root key).
VS Code (Copilot agent mode)
.vscode/mcp.json — note the root key is servers here:
{
"servers": {
"unreal-mcp": { "type": "stdio", "command": "python", "args": ["-m", "unreal_mcp.server"] }
}
}
Windsurf
~/.codeium/windsurf/mcp_config.json — same mcpServers shape as Claude Desktop.
OpenAI Codex CLI
~/.codex/config.toml:
[mcp_servers.unreal-mcp]
command = "python"
args = ["-m", "unreal_mcp.server"]
OpenAI Agents SDK (custom agents)
from agents.mcp import MCPServerStdio
unreal = MCPServerStdio(params={"command": "python", "args": ["-m", "unreal_mcp.server"]})
Restart the client completely after editing its config. In every case python
must be the interpreter where you ran pip install -e . — use an absolute path
if in doubt.
Note: ChatGPT's connector UI only accepts remote MCP servers. This server is stdio/local by design (it drives processes on your machine), so use it from clients with stdio support — the ones above — or wrap it with an MCP proxy if you really need HTTP.
Set up the Unreal side
Starter project — zero setup, zero builds
Copy StarterProject/ wherever you like and open the
.uproject with any UE 5.0+: plugins enabled, security config in place, web
server auto-started. Being Blueprint-only with engine plugins, there is
nothing to compile — unlike starters that bundle a C++ plugin.
New project — nothing to do by hand
Ask the agent to run ue_project_create. It writes the .uproject with the
required plugins enabled, the security flags Remote Control needs, and an
init_unreal.py that starts the web server on every editor launch.
ue_engine_list → ue_project_create → ue_editor_open → ue_status
Existing project — three steps
-
Enable the plugins:
Edit ▸ Plugins→ Python Editor Script Plugin and Remote Control API. Restart when prompted. -
Allow remote Python. Create
Config/DefaultRemoteControl.ini:[/Script/RemoteControlCommon.RemoteControlSettings] bAutoStartWebServer=True bAutoStartWebSocketServer=True RemoteControlHttpServerPort=30010 bEnableRemotePythonExecution=True bAllowConsoleCommandRemoteExecution=True bAllowAnyRemoteFunctionCall=False +CustomAllowedRemoteFunctionCalls=(ClassPath="/Script/PythonScriptPlugin.PythonScriptLibrary")These are two separate gates — one unlocks the object, the other the function call — and they fail with different errors.
DefaultEngine.iniis the wrong file:URemoteControlSettingsis declaredUCLASS(config = RemoteControl). Restart the editor.On engines that predate some of these keys they are simply ignored — older versions did not gate those calls in the first place.
The server listens on
127.0.0.1only, so remote Python execution is not reachable from outside the machine. -
Check it: open
http://127.0.0.1:30010/remote/infoin a browser. JSON back means you are connected.
What it can do
| Area | Highlights |
|---|---|
| Projects | Find engine installs, create projects from a spec, manage plugins |
| Editor lifecycle | Open (waiting for the bridge), status, clean shutdown |
| Build | Compile C++ in the background; ue_live_compile recompiles with the editor open via Live Coding |
| Package | RunUAT BuildCookRun → standalone executable, with phase reporting |
| Assets | Import .glb/.gltf/.fbx/.wav, list and search the Content Browser |
| Levels | Create and open levels, spawn/move/delete actors |
| Blueprints | Create, add components, typed variables with replication, class defaults, compile |
| Networking | Replication flags, multi-client PIE, project settings |
| Audio | Import wavs, MetaSound sources, Sound Cues |
| Free assets | Poly Haven, ambientCG and Kenney downloads (all CC0), plus any direct URL |
Full parameter list in docs/TOOLS.md.
Known limits
- Blueprint node graphs cannot be authored. UE 5.8 does not expose graph
editing to Python:
EdGraph.Nodesis protected, pins are not exposed and there is no linking API. Variables, components and defaults are scriptable; logic belongs in C++ or in the editor. Details in docs/UNREAL-NOTES.md. - Compiling C++ needs the editor closed, unless the change only touches
function bodies — then
ue_live_compileworks with it open. - Packaging always needs the editor closed: the build step rewrites the DLLs the editor holds in memory.
- Feature availability varies with the engine version — see the
compatibility table;
ue_statusreports what the running engine supports. - Fab/Marketplace content has no public API. Those tools shell out to the
community client
legendary.
Configuration
| Variable | Default | Purpose |
|---|---|---|
UE_MCP_HOST / UE_MCP_PORT |
127.0.0.1 / 30010 |
Remote Control endpoint |
UE_MCP_TIMEOUT |
180 |
Per-call timeout in seconds |
UE_MCP_ENGINE_DIRS |
— | Extra folders to search for engine installs |
UE_MCP_LIBRARY |
~/UnrealAssetLibrary |
Where downloaded assets land |
UE_MCP_MAX_DOWNLOAD |
4 GiB | Per-file download cap |
If the engine sits somewhere unusual, you can also drop an mcp_engine.txt next
to the .uproject containing its path, or pass engine_root explicitly.
Development
The test suite runs without Unreal installed: tests/fake_unreal.py stands
in for the unreal module and tests/fake_server.py emulates the Remote Control
API while actually executing the generated snippets — so the whole chain
tool → snippet → harness → result is covered.
pip install -e ".[dev]"
pytest -q
Adding a tool: a reusable helper in src/unreal_mcp/ue_side.py (editor side),
an @mcp.tool() function in server.py, and a test in tests/.
ue_side.py is re-read from disk on every call, so editor-side changes take
effect without restarting the server; changes to server.py or local.py need
a client restart.
Troubleshooting
| Symptom | Cause |
|---|---|
No response from http://127.0.0.1:30010 |
Editor closed, or the web server never started → console: WebControl.StartServer |
Object Default__PythonScriptLibrary cannot be accessed remotely |
Missing bEnableRemotePythonExecution in DefaultRemoteControl.ini |
Executing function 'ExecutePythonCommandEx' is not allowed |
Missing CustomAllowedRemoteFunctionCalls entry |
404 on /remote/object/call |
Remote Control API plugin not enabled |
NameError: name 'unreal' is not defined |
Python Editor Script Plugin not enabled |
Unable to build while Live Coding is active |
LiveCodingConsole.exe outlives the editor — kill it (the build tools do this automatically) |
No Unreal Engine installation found |
Set UE_MCP_ENGINE_DIRS, add mcp_engine.txt, or pass engine_root |
Licence
MIT — see LICENSE.
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