mcp-unreal
MCP (Model Context Protocol) server that gives AI coding agents complete autonomous control over an Unreal Engine 5.7 project. Single Go binary, zero external dependencies.
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MCP (Model Context Protocol) server that gives AI coding agents complete autonomous control over an Unreal Engine 5.7 project. Single Go binary, zero external dependencies.
MCP server that gives AI coding agents (Claude Code, Cursor, etc.) full control over Unreal Engine 5.7 projects — headless builds & tests, Blueprint editing, actor manipulation, procedural mesh generation, and UE API documentation lookup.
Build, test, manipulate the editor, edit Blueprints, generate procedural meshes, and look up UE API documentation — all through 49 MCP tools that any MCP-compatible agent can call directly.
# Install
go install github.com/remiphilippe/mcp-unreal/cmd/mcp-unreal@latest
# Build the documentation index
mcp-unreal --build-index
# Register with your AI coding tool (see Setup section below)
git clone https://github.com/remiphilippe/mcp-unreal.git
cd mcp-unreal
make build
Download from GitHub Releases — available for macOS, Linux, and Windows on both amd64 and arm64.
The Remote Control API is a built-in UE plugin that provides HTTP access to actor properties and function calls on port 30010. mcp-unreal uses it for get_property, set_property, call_function, and move_actor tools.
To verify it's running:
curl http://localhost:30010/remote/info
You should get a JSON response with the API version. If the connection is refused, the plugin is not enabled or the editor isn't running.
Copy the plugin/ directory into your project's Plugins/ folder:
cp -r plugin/ /path/to/YourProject/Plugins/MCPUnreal/
Rebuild the project. The plugin starts an HTTP server on port 8090 when the editor loads. See plugin/README.md for details.
mcp-unreal works with any MCP-compatible AI coding tool. Below are setup instructions for each.
Note: Replace
/path/to/mcp-unrealwith the actual path to your built binary (e.g. the output ofgo installormake build). SetMCP_UNREAL_PROJECTto your.uprojectfile path or project root directory.
CLI registration:
claude mcp add mcp-unreal -- /path/to/mcp-unreal
Config file (.mcp.json at project root, or ~/.claude.json for global):
{
"mcpServers": {
"mcp-unreal": {
"type": "stdio",
"command": "/path/to/mcp-unreal",
"env": {
"MCP_UNREAL_PROJECT": "/path/to/MyProject/MyProject.uproject"
}
}
}
}
Config file (.cursor/mcp.json at project root, or ~/.cursor/mcp.json for global):
{
"mcpServers": {
"mcp-unreal": {
"command": "/path/to/mcp-unreal",
"env": {
"MCP_UNREAL_PROJECT": "/path/to/MyProject/MyProject.uproject"
}
}
}
}
After saving, enable via Cursor Settings > MCP Servers.
CLI registration:
codex mcp add mcp-unreal -- /path/to/mcp-unreal
Config file (.codex/config.toml at project root, or ~/.codex/config.toml for global):
[mcp_servers.mcp-unreal]
command = "/path/to/mcp-unreal"
args = []
tool_timeout_sec = 120
[mcp_servers.mcp-unreal.env]
MCP_UNREAL_PROJECT = "/path/to/MyProject/MyProject.uproject"
Increase
tool_timeout_secforbuild_projectandrun_testswhich can take 60+ seconds.
Requires VS Code 1.99+ with GitHub Copilot Agent Mode enabled.
Config file (.vscode/mcp.json at project root):
{
"servers": {
"mcp-unreal": {
"type": "stdio",
"command": "/path/to/mcp-unreal",
"env": {
"MCP_UNREAL_PROJECT": "${workspaceFolder}"
}
}
}
}
Config file (~/.codeium/windsurf/mcp_config.json):
{
"mcpServers": {
"mcp-unreal": {
"command": "/path/to/mcp-unreal",
"env": {
"MCP_UNREAL_PROJECT": "/path/to/MyProject/MyProject.uproject"
}
}
}
}
Open the Cline panel > MCP Servers icon > Configure tab > Advanced MCP Settings, then add:
{
"mcpServers": {
"mcp-unreal": {
"command": "/path/to/mcp-unreal",
"env": {
"MCP_UNREAL_PROJECT": "/path/to/MyProject/MyProject.uproject"
}
}
}
}
Config file (~/.config/zed/settings.json):
{
"context_servers": {
"mcp-unreal": {
"command": "/path/to/mcp-unreal",
"env": {
"MCP_UNREAL_PROJECT": "/path/to/MyProject/MyProject.uproject"
}
}
}
}
For best results, add the following to your project's system prompt (e.g. CLAUDE.md, .cursorrules, .codex/instructions.md, or equivalent). This tells the AI agent how to use the MCP tools effectively.
## Unreal Engine MCP Tools
This project uses mcp-unreal for AI-driven Unreal Engine development. The following MCP tools are available:
### Workflow Guidelines
1. **Always check status first**: Call `status` to verify the editor and plugin connections before attempting editor operations.
2. **Look up docs before writing UE code**: Use `lookup_class` to get class references (inheritance, properties, functions) and `lookup_docs` for API patterns before writing C++ or Blueprint logic.
3. **Build-test cycle**: After editing C++ files, call `build_project` to compile, then `run_tests` to verify. Read build errors carefully — use `lookup_docs` to understand UE APIs.
4. **Actor workflow**: Use `get_level_actors` to discover existing actors, `spawn_actor` to create new ones, `move_actor` to position them, and `set_property`/`get_property` to read/write properties.
5. **Blueprint workflow**: Use `blueprint_query` with operation `list` to find Blueprints, then `list_variables`/`list_functions`/`list_nodes` to inspect them. Use `blueprint_modify` to make changes, and always `compile` after modifications.
6. **Material workflow**: Use `material_ops` with `create` to make new materials, `get_parameters` to inspect existing ones, and `set_parameter` or `set_texture` to modify them.
7. **Save your work**: The editor does not auto-save. After making changes, use `level_ops` with `save_level` or remind the user to save.
8. **PIE testing**: Use `pie_control` with operation `start` to begin a Play In Editor session, `status` to verify it started, and `stop` to end it. Use `capture_viewport` with `include_ui=true` during PIE to see the game view with HUD/menus. Use `player_control` to move the player pawn (`teleport`, `set_rotation`) or reposition the editor viewport camera (`get_camera`, `set_camera`).
### Tool Modes
- **Headless tools** (`build_project`, `run_tests`, `cook_project`, etc.) do NOT require the editor to be running. They invoke UnrealEditor-Cmd directly.
- **Editor tools** (actors, blueprints, materials, etc.) require the Unreal Editor to be open with the MCPUnreal plugin loaded.
- **Documentation tools** (`lookup_docs`, `lookup_class`) are always available — use them liberally.
### Object Paths
Many tools require UE object paths. The format is:
- Actor paths: `/Game/Maps/MapName.MapName:PersistentLevel.ActorName`
- Asset paths: `/Game/Folder/AssetName`
- Engine assets: `/Engine/BasicShapes/Cube`
Use `get_level_actors` to discover actor paths, and `search_assets` to find asset paths.
Tip: For Claude Code, save this as
CLAUDE.mdin your project root. For Cursor, save as.cursorrules. For Codex, save as.codex/instructions.md.
Platform defaults for UE_EDITOR_PATH:
/Users/Shared/Epic Games/UE_5.7/Engine/Binaries/Mac/UnrealEditor-CmdC:\Program Files\Epic Games\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe/opt/UnrealEngine/Engine/Binaries/Linux/UnrealEditor-Cmd ┌───────────────────────┐
│ UE 5.7 Editor │
│ │
│ ┌─────────────────┐ │
│ │ Remote Control │ │
┌────►│ │ API (port 30010)│ │
│ │ │ (built-in) │ │
│ │ └─────────────────┘ │
┌──────────────┐ stdio ┌──────────────┐│ │ │
│ AI Coding │ JSON-RPC │ ││ │ ┌─────────────────┐ │
│ Agent │◄────────────►│ mcp-unreal │├────►│ │ MCPUnreal │ │
│ (Claude Code │ │ (Go binary) ││ │ │ Plugin (port │ │
│ Cursor, etc)│ │ ││ │ │ 8090) │ │
└──────────────┘ │ 49 tools │┘ │ │ • Actors │ │
│ doc index │ │ │ • Blueprints │ │
│ │ │ │ • Materials │ │
│ ┌──────────┐ │ │ │ • PCG / GAS │ │
│ │ Headless │ │ │ │ • Niagara │ │
│ │ exec.Cmd │─┼──────│──│ • Mesh ops │ │
│ └──────────┘ │ │ │ • Levels │ │
│ │ │ └─────────────────┘ │
│ ┌──────────┐ │ │ │
│ │ Bleve │ │ └───────────────────────┘
│ │ Doc Index│ │
│ └──────────┘ │ ┌───────────────────────┐
│ │──────│ docs/ │
└──────────────┘ │ ├── ue5.7/ │
│ ├── realtimemesh/ │
│ └── index.bleve │
└───────────────────────┘
Three communication paths:
exec.Command invokes UnrealEditor-Cmd for builds, tests, and cooking. No editor needed.localhost:30010 for property access and function calls. Built into UE.localhost:8090 for Blueprint editing, asset queries, mesh ops, and other deep editor internals.See IMPLEMENTATION.md for the full architecture document.
Build the local documentation search index:
mcp-unreal --build-index
This indexes markdown files from docs/ue5.7/ and docs/realtimemesh/, plus your project's CLAUDE.md. The index is stored at ./docs/index.bleve (configurable via MCP_UNREAL_DOCS_INDEX).
To add custom documentation, place markdown files in the docs/ directory and rebuild the index. See docs/README.md.
Once registered, your AI agent can autonomously:
You: "Build the project, fix any errors, and run the tests"
Agent calls:
1. status() → editor + plugin online
2. build_project() → finds 2 compile errors
3. lookup_class("AActor") → looks up the correct API
4. (edits the C++ source)
5. build_project() → clean build
6. run_tests(filter: "Game") → 14/14 tests pass
You: "Add a Niagara fire effect to the torch actor"
Agent calls:
1. get_level_actors(name_filter: "Torch") → finds actor path
2. lookup_class("UNiagaraComponent") → checks API
3. niagara_ops(operation: "spawn_system", system_path: "/Game/FX/NS_Fire", ...)
4. niagara_ops(operation: "set_parameter", parameter_name: "SpawnRate", value: 50)
You: "Create a PCG scatter for placing rocks on the landscape"
Agent calls:
1. lookup_docs("PCG scatter landscape") → reads PCG docs
2. pcg_ops(operation: "list_components") → finds existing PCG actors
3. spawn_actor(class: "Actor", name: "RockScatter")
4. pcg_ops(operation: "add_node", node_type: "SurfaceSampler")
5. pcg_ops(operation: "execute") → generates rocks
# Build
make build
# Run all tests with race detector
make test
# Go lint
make lint
# C++ format check (requires clang-format)
make cpp-fmt-check
# Run all checks (Go format, C++ format, vet, lint, tests)
make check
The MCPUnreal plugin includes automation tests that run inside the UE editor headlessly. These require UE 5.7 installed locally and are not part of CI — they are opt-in for local development.
# Build the test project (first run ~2-5 min, incremental after)
make test-cpp-build
# Build and run all MCPUnreal.* automation tests
make test-cpp
This uses a minimal UE project in test-project/ that symlinks the plugin source and runs all MCPUnreal.* tests via UnrealEditor-Cmd -nullrhi.
See CONTRIBUTING.md for development setup, coding standards, and how to add new tools.
Apache-2.0 — see LICENSE.
Unreal Engine is a trademark of Epic Games, Inc. This project is not affiliated with or endorsed by Epic Games.
MCP server that gives AI coding agents (Claude Code, Cursor, etc.) full control over Unreal Engine 5.7 projects — headless builds & tests, Blueprint editing, actor manipulation, procedural mesh genera
개요
MCP server that gives AI coding agents (Claude Code, Cursor, etc.) full control over Unreal Engine 5.7 projects — headless builds & tests, Blueprint editing, actor manipulation, procedural mesh generation, and UE API documentation lookup.
도구
아직 도구 목록이 없습니다. 원격 서버는 첫 상태 확인 후에 도구 목록이 생깁니다.
FAQ
이 페이지에서 Cursor, Claude Desktop, Claude Code 또는 VS Code용 stdio 설정을 복사합니다. PlugMCP 프록시가 아니라 게시자의 설치 방식을 사용합니다.
이 레코드에는 필수 환경 변수가 등록되어 있지 않습니다.
MCP Unreal은(는) stdio를 통해 로컬에서 실행됩니다.
마지막 확인: 2026-10-27. MCP server that gives AI coding agents (Claude Code, Cursor, etc.) full control over Unreal Engine 5.7 projects — headless builds & tests, Blueprint editing, actor manipulation, procedural mesh generation, and UE API documentation lookup.