Configuration¶
MCP Client Configuration¶
The easiest way to configure UE-MCP is to run npx ue-mcp init — it detects your MCP clients and writes the config automatically.
Manual Configuration¶
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}
Where to Put This¶
| Client | Config File |
|---|---|
| Claude Code | .mcp.json in project root, or ~/.claude/ global config |
| Claude Desktop | claude_desktop_config.json |
| Cursor | mcp.json in .cursor/ or project root |
Without a Project Path¶
You can start the server without a .uproject argument. It will run in a limited mode — you can then use project(action="set_project", projectPath="...") at runtime to attach to a project.
Project Configuration (.ue-mcp.json)¶
Place a .ue-mcp.json file in your UE project root (next to the .uproject) to customize behavior. npx ue-mcp init creates this for you.
Options¶
| Key | Type | Default | Description |
|---|---|---|---|
contentRoots |
string[] |
["/Game/"] |
Content paths to search when using asset(action="search"). Add plugin content roots here if your project uses plugins with their own assets. |
disable |
string[] |
[] |
Tool categories to disable. Disabled categories are not registered with the MCP server, reducing context noise for the AI. |
Bridge Connection¶
The C++ plugin listens on ws://localhost:9877 (currently hardcoded). The MCP server auto-connects on startup and reconnects every 15 seconds if the connection drops.
Connection States¶
| State | Meaning |
|---|---|
| Connected | Bridge is active, all tools available |
| Disconnected | Editor not running or plugin not loaded. Filesystem tools still work (INI parsing, C++ headers, asset listing) |
| Reconnecting | Connection lost, auto-retry in progress |
Check the current state with project(action="get_status").
Plugin Deployment¶
On first run with a project path, the server automatically:
- Copies
plugin/ue_mcp_bridge/→<Project>/Plugins/UE_MCP_Bridge/ - Adds
UE_MCP_Bridgeto the.uprojectplugins list - Enables
PythonScriptPluginif not already enabled (needed forexecute_pythonescape hatch)
The plugin is editor-only and has no runtime footprint.
Plugin Dependencies¶
The C++ bridge plugin enables these UE plugins (adding them to .uproject if missing):
PythonScriptPlugin— foreditor(action="execute_python")EnhancedInput— for input action/mapping creationGameplayAbilities— for GAS toolsNiagara— for VFX toolsPCG— for procedural generation tools
Editor Lifecycle¶
The server can manage the editor process:
| Command | Description |
|---|---|
editor(action="start_editor") |
Launch UE with the current project |
editor(action="stop_editor") |
Gracefully stop the editor |
editor(action="restart_editor") |
Stop and relaunch |