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UE-MCP

Unreal Engine Model Context Protocol Server - lets AI assistants drive the Unreal Editor through 21 category tools covering 569+ actions.

UE-MCP is a bridge between an AI client (Claude Code, Claude Desktop, Cursor, etc.) and the Unreal Editor. It runs a TypeScript MCP server on your machine, which talks over WebSocket to a C++ plugin running inside the editor. The result: your AI can place actors, write blueprints, author materials, sculpt landscape, set up Niagara VFX, configure replication, run PIE, build the project — anything the editor can do.

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]

Filesystem-based reads (config INI parsing, C++ header reflection, asset directory scanning) work even when the editor isn't running, so the AI can explore project structure and source code without a live editor.

New Here?

Start with Getting Started. It assumes zero knowledge — no Node.js, no MCP, no command line — and walks you all the way to your AI placing actors in your level.

What Can It Do?

Category Examples
Levels Place/move/delete actors, spawn lights and volumes, manage splines
Blueprints Read/write graphs, add nodes, connect pins, compile, CDO property access
Materials Create materials and instances, author expression graphs, set parameters
Assets CRUD, import meshes/textures/animations, datatables
Animation Read/create anim blueprints, montages, blendspaces, skeletons
VFX Create and configure Niagara systems and emitters
Landscape Sculpt terrain, paint layers, import heightmaps
PCG Author and execute Procedural Content Generation graphs
Foliage Painting, types, instance queries
Audio SoundCues, MetaSounds, ambient audio
UI UMG widget trees, editor utility widgets and blueprints
Gameplay Physics, collision, navigation, AI (behavior trees, EQS, perception), input
StateTree States, tasks, conditions, transitions, bindings, evaluators, global tasks, parameters
GAS Gameplay Ability System - attributes, abilities, effects, cues
Networking Replication, dormancy, relevancy, net priority
Editor Console commands, Python escape hatch, PIE, viewport, sequencer, build pipeline, logs
Reflection Class/struct/enum introspection, gameplay tags
Project Status, INI config, C++ source/header parsing, build
Demo Built-in 19-step Neon Shrine procedural scene
Feedback Submit tool-gap reports as GitHub issues

Plus a flow engine that lets you chain any of these into multi-step YAML workflows with rollback, retries, and step references — see Flows.

And a plugin system that lets npm packages inject new actions into the existing categories. Plugins ship through npm install and slot into the same pcg/landscape/etc. tools the agent is already using — there is nothing extra for the agent to discover. See Plugins for the author contract and Configuration → Plugins for the consumer view.

  • Getting Started - Zero-to-running walkthrough for first-time users
  • Architecture - How the TypeScript server, C++ plugin, and editor fit together
  • Tool Reference - All 21 tools with every action and its parameters
  • Flows - Multi-step YAML workflows, custom tasks, hooks, rollback
  • Plugins - npm packages that inject new actions into existing categories
  • Configuration - ue-mcp.yml and MCP client config
  • Neon Shrine Demo - 19-step procedural scene walkthrough
  • Feedback - Agent feedback system for improving UE-MCP
  • Troubleshooting - Connection issues, build issues, asset path issues
  • Development - Building from source, testing, contributing
  • Handler Conventions - Idempotency and rollback rules for C++ handlers