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.
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)
# 1. Install
npm install -g unrealcli
# 2. Go to any UE5 project and install the plugin
cd YourProject/
ue-cli init
# 3. Open the editor, then verify
ue-cli health_check
That's it. No Python, no config files, no MCP setup.
Option B: MCP Server (For Cursor, Windsurf, etc.)
# 1. Clone the plugin into your project
git clone https://github.com/aadeshrao123/Unreal-MCP.git Plugins/UnrealMCP
# 2. Install the Python MCP server
pip install unrealmcp
# 3. Add to your AI tool's config (see MCP Setup section below)
How It Works
┌──────────────────────────────────────────┐
│ Unreal Engine 5 Editor │
│ │
│ C++ Plugin (UnrealMCPBridge) │
│ TCP server on localhost:55557 │
│ 288 commands: materials, blueprints, │
│ niagara, statetree, actors, data │
│ tables, profiling, and more │
└──────────────┬───────────────────────────┘
│ TCP/JSON
┌──────────────┴───────────────────────────┐
│ │
┌─────────┴─────────┐ ┌─────────┴──────────┐
│ CLI (ue-cli) │ │ MCP Server │
│ Go binary │ │ Python (unrealmcp)│
│ Direct TCP │ │ stdio → TCP │
│ │ │ │
│ Claude Code │ │ Cursor, Windsurf, │
│ (via Bash tool) │ │ VS Code, Rider... │
└───────────────────┘ └────────────────────┘
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
# From npm (recommended)
npm install -g unrealcli
# Or download binary directly from GitHub Releases
# https://github.com/aadeshrao123/Unreal-MCP/releases
Platforms: Windows (x64), macOS (Intel + Apple Silicon), Linux (x64 + ARM64)
Setup
# Navigate to your UE5 project
cd MyProject/
# Install the C++ plugin (one-time)
ue-cli init
# → Creates Plugins/UnrealMCP/ with C++ source
# → Patches .uproject to enable the plugin
# → Open editor to compile, then you're ready
# Verify everything works
ue-cli doctor
Usage
# Every command follows this pattern:
ue-cli <command> [--flag value]
# Examples:
ue-cli health_check
ue-cli find_assets --class-type material --path /Game
ue-cli spawn_actor --name MyCube --type StaticMeshActor --location "[0,0,100]"
ue-cli get_data_table_rows --data-table-path /Game/Data/DT_Items
ue-cli save_all
# For complex params, use --json:
ue-cli build_material_graph --json '{"material_path":"/Game/M_Test","nodes":[...],"connections":[...]}'
# Or pipe from stdin:
echo '{"material_path":"/Game/M_Test","nodes":[...]}' | ue-cli build_material_graph --json -
Help & Discovery
# See all commands grouped by category
ue-cli --help
# See flags for a specific command
ue-cli find_assets --help
# Dump all commands with descriptions, flags, and examples (for AI assistants)
ue-cli list_commands
Global Flags
Key Commands
Assets
ue-cli find_assets --class-type material --path /Game/Materials
ue-cli list_assets --path /Game --class-filter blueprint
ue-cli get_asset_properties --asset-path /Game/Materials/M_Base
ue-cli import_asset --source-file "C:/Art/texture.png" --destination-path /Game/Textures
ue-cli save_asset --asset-path /Game/Materials/M_Base
ue-cli save_all
Blueprints
ue-cli create_blueprint --name BP_MyActor --parent-class Actor
ue-cli add_component_to_blueprint --blueprint-path /Game/BP_MyActor --component-class StaticMeshComponent
ue-cli add_event_node --blueprint-name BP_MyActor --event-name BeginPlay
ue-cli compile_blueprint --blueprint-name BP_MyActor
ue-cli read_blueprint_content --blueprint-path /Game/BP_MyActor
Materials
ue-cli create_material --name M_Red --path /Game/Materials
ue-cli build_material_graph --material-path /Game/Materials/M_Red \
--nodes '[{"type":"Constant3Vector","pos_x":-400,"properties":{"Constant":"(R=1,G=0,B=0)"}}]' \
--connections '[{"from_node":0,"to_node":"material","to_pin":"BaseColor"}]'
ue-cli create_material_instance --parent-path /Game/Materials/M_Base --name MI_Red
Data Tables
ue-cli get_data_table_schema --data-table-path /Game/Data/DT_Items
ue-cli get_data_table_rows --data-table-path /Game/Data/DT_Items
ue-cli add_data_table_row --data-table-path /Game/Data/DT_Items --row-name CopperOre \
--data '{"DisplayName":"Copper Ore","StackSize":100}'
ue-cli update_data_table_row --data-table-path /Game/Data/DT_Items --row-name CopperOre \
--data '{"StackSize":200}'
Actors & Level
ue-cli get_actors_in_level
ue-cli spawn_actor --name MyCube --type StaticMeshActor --location "[0,0,100]"
ue-cli spawn_blueprint_actor --blueprint-path /Game/BP_MyActor --location "[500,0,0]"
ue-cli find_actors_by_name --pattern "Light"
ue-cli get_world_info
ue-cli take_screenshot
Performance Profiling
# Record → Stop → Analyze
ue-cli performance_start_trace --channels "cpu,gpu,frame"
# ... play the game ...
ue-cli performance_stop_trace
ue-cli performance_analyze_insight --query diagnose
ue-cli performance_analyze_insight --query flame --count 20
ue-cli performance_analyze_insight --query search --filter "ConveyorProcessor"
Enhanced Input
ue-cli create_input_action --asset-path /Game/Input/IA_Jump --value-type Boolean
ue-cli create_input_mapping_context --asset-path /Game/Input/IMC_Default
ue-cli add_key_mapping --context-path /Game/Input/IMC_Default --action-path /Game/Input/IA_Jump --key SpaceBar
Niagara VFX
# Create a system from an emitter template, then tweak it
ue-cli create_niagara_system --asset-path /Game/VFX/NS_Sparks \
--template "/Niagara/DefaultAssets/FX_Sparks.FX_Sparks"
ue-cli get_niagara_system_info --asset-path /Game/VFX/NS_Sparks
ue-cli set_niagara_module_input --asset-path /Game/VFX/NS_Sparks \
--emitter-name Sparks --stack SpawnStack \
--module-name "Spawn Rate" --input-name SpawnRate --value 250
ue-cli compile_niagara_system --asset-path /Game/VFX/NS_Sparks
# Spawn it in the level
ue-cli spawn_niagara_effect --asset-path /Game/VFX/NS_Sparks --location "[0,0,200]"
StateTree
# Create a StateTree, add a state with a task, compile
ue-cli create_statetree --asset-path /Game/AI/ST_Enemy
ue-cli add_statetree_state --asset-path /Game/AI/ST_Enemy --state-name Patrol
ue-cli add_statetree_task --asset-path /Game/AI/ST_Enemy \
--state-name Patrol --task-type "MassEnemyNestPatrolTask"
ue-cli add_statetree_transition --asset-path /Game/AI/ST_Enemy \
--from-state Patrol --trigger OnEvent --event-tag "Enemy.SeePlayer"
ue-cli compile_statetree --asset-path /Game/AI/ST_Enemy
Mass Config Traits (Surgical Editing)
# Modify a single trait property without touching the rest of the trait array
ue-cli get_mass_config_traits --asset-path /Game/Mass/Enemy_Config
ue-cli set_mass_config_trait_property --asset-path /Game/Mass/Enemy_Config \
--trait-class MassMovementTrait --property-name MaxSpeed --property-value 600
Widgets (UMG)
ue-cli get_widget_tree --widget-blueprint-path /Game/UI/WBP_HUD
ue-cli add_widget --widget-blueprint-path /Game/UI/WBP_HUD --widget-class TextBlock \
--parent-widget-name RootCanvas --widget-name TitleText \
--widget-properties '{"Text":"Hello World"}'
Diagnostics
# Check entire setup
ue-cli doctor
# Output:
# [ok] Project MyProject/MyProject.uproject
# [ok] Plugin directory Plugins/UnrealMCP/ exists
# [ok] Plugin source Source/UnrealMCPBridge/ exists
# [ok] UProject entry UnrealMCP plugin listed and enabled
# [ok] Port file port 55557
# [ok] TCP connection Connected to 127.0.0.1:55557
# [ok] Health check Bridge is responsive
# All checks passed. ue-cli is ready to use.
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
pip install unrealmcp
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:
cd Plugins\UnrealMCP
install.bat
macOS / Linux:
cd Plugins/UnrealMCP
bash install.sh
The script asks where to create the MCP config:
Configure Your AI Tool
{
"mcpServers": {
"unreal": {
"type": "stdio",
"command": "unrealmcp"
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"servers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"servers": [
{
"name": "unreal",
"command": "unrealmcp"
}
]
}
{
"context_servers": {
"unreal": {
"source": "custom",
"command": { "path": "unrealmcp" }
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
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
Create a red metallic material at /Game/Materials/M_RedMetal
with roughness 0.3 and metallic 1.0
The AI will call create_material, then build_material_graph to wire up constant nodes to Base Color, Metallic, and Roughness pins.
Spawn Actors
Spawn 5 point lights in a circle around the origin at height 300
The AI will call spawn_actor with actor_type: "PointLight" five times with calculated positions.
Blueprint Creation
Create a Blueprint actor called BP_HealthPickup based on Actor,
add a Sphere Collision component and a Static Mesh component,
set it up so on BeginOverlap it prints "Health Picked Up"
The AI will use create_blueprint, add_component_to_blueprint, add_event_node, add_blueprint_node, and connect_blueprint_nodes.
Profile Performance
Start a performance trace, play for 10 seconds, stop it,
then diagnose the bottlenecks
The AI will call performance_start_trace, wait, performance_stop_trace, then performance_analyze_insight with query: "diagnose".
Data Table Management
Show me the schema of DT_Items, then add a new row called
"IronIngot" with StackSize 100
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:
[UnrealMCP]
Port=55557
Environment Variable
# Force a specific port (overrides port file)
set UNREAL_MCP_PORT=55560
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
Plugins/UnrealMCP/
├── UnrealMCP.uplugin # Plugin manifest
├── cli/ # Go CLI source (ue-cli)
│ ├── cmd/ # Command definitions (288 commands)
│ ├── internal/bridge/ # TCP client
│ ├── internal/project/ # Plugin embedding & project detection
│ └── npm/ # npm package wrapper
├── unrealmcp/ # Python MCP server
│ ├── _tcp_bridge.py # TCP communication
│ └── tools/ # Tool modules (one per category)
├── Source/UnrealMCPBridge/ # C++ editor plugin
│ ├── Public/ # Headers
│ └── Private/ # Implementation + command handlers
└── .github/workflows/release.yml # CI: builds + GitHub Release + npm publish
Communication Protocol
TCP with length-prefix framing:
[4 bytes: big-endian payload length] [N bytes: UTF-8 JSON]
Request: {"type": "command_name", "params": {...}}
Response: {"status": "success", "result": {...}}
Adding Custom Commands
CLI Side (Go)
Add a CommandSpec to the appropriate cmd/*.go file:
{
Name: "my_command",
Group: "mygroup",
Short: "What it does",
Long: "Detailed description.",
Example: "ue-cli my_command --param value",
Params: []ParamSpec{
{Name: "param", Type: "string", Required: true, Help: "Description"},
},
},
MCP Side (Python)
Create a new file in unrealmcp/tools/:
# unrealmcp/tools/my_tools.py
from unrealmcp._bridge import mcp
from unrealmcp._tcp_bridge import _call
@mcp.tool()
def my_command(param: str) -> str:
"""Description shown to the AI assistant."""
return _call("my_command", {"param": param})
Register it in unrealmcp/tools/__init__.py:
from unrealmcp.tools import my_tools # noqa: F401
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:
git tag v1.2.2 && git push origin v1.2.2
# → Builds 5 platform binaries
# → Creates GitHub Release
# → Publishes to npm + PyPI
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.