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Getting Started

Prerequisites

  • Node.js 18+
  • Unreal Engine 5.4–5.7
  • An MCP-capable AI client (Claude Code, Claude Desktop, Cursor, etc.)

1. Run Setup

npx ue-mcp init

The interactive setup will walk you through:

  1. Project path — point it at your .uproject file or project directory
  2. Tool categories — choose which categories to enable (use arrow keys + spacebar to toggle)
  3. Plugin deployment — copies the C++ bridge plugin into your project
  4. UE plugin enablement — enables required plugins (PythonScriptPlugin, Niagara, PCG, etc.) based on your selections
  5. MCP client config — detects installed clients and writes the config for you

You can also pass the project path directly:

npx ue-mcp init C:/Users/you/UnrealProjects/MyGame/MyGame.uproject

Restart Required

After setup, restart the editor once so the C++ bridge plugin loads. From then on it starts automatically with the editor.

2. Manual Configuration

If you prefer to skip the interactive setup, add this to your MCP client config:

.mcp.json in project root:

{
  "mcpServers": {
    "ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
    }
  }
}

claude_desktop_config.json:

{
  "mcpServers": {
    "ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
    }
  }
}

.cursor/mcp.json:

{
  "mcpServers": {
    "ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
    }
  }
}

The server auto-deploys the plugin and enables required UE plugins on first run.

4. Verify the Connection

Ask the AI to run:

project(action="get_status")

You should see the server mode, project path, and editor connection status.

Manual Verification

In the editor, open Window > Developer Tools > Output Log and filter on LogMCPBridge:

LogMCPBridge: UE-MCP Bridge server started on ws://localhost:9877

5. Explore

Good first commands to try:

level(action="get_outliner")              — see what's in the current level
asset(action="list")                       — browse project assets
reflection(action="reflect_class",
  className="StaticMeshActor")            — understand any UE class
demo(action="step", stepIndex=1)          — run the Neon Shrine demo

Switching Projects

To point at a different .uproject at runtime:

project(action="set_project", projectPath="C:/path/to/Other.uproject")

This re-deploys the bridge and reconnects.

Next Steps