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ChiR24

ChiR24/Unreal_mcp

An MCP server with a native C++ Unreal Editor plugin that lets AI assistants build levels, Blueprints, materials and more inside a running editor.

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What is it?

EngineWire connects MCP-compatible AI clients such as Claude, Cursor and VS Code to a running Unreal Editor. A native C++ editor plugin does the work on the editor's game thread, and a TypeScript server offers a stdio route for clients that only launch local commands. Both routes expose one MCP tool, unreal, with search, describe, execute and configure operations over nearly 400 capabilities.

The capabilities cover levels and actors, Blueprints and UMG widgets, materials, landscapes, foliage, Niagara effects, PCG graphs, Gameplay Ability System, AI (Behavior Trees, State Trees, EQS), Level Sequences, audio and packaging. Parameters are validated strictly, destructive operations require a consent grant, and the editor can take screenshots and run Play-In-Editor sessions so the assistant can check its work.

The plugin supports Unreal Engine 5.0 through 5.8. Everything listens on 127.0.0.1 and requires a per-project capability token by default.

Key features

  • 01Exposes one MCP tool with search, describe, execute and configure operations.
  • 02Runs natively inside the Unreal Editor over Streamable HTTP or a stdio-to-WebSocket bridge.
  • 03Covers levels, Blueprints, UMG, materials, Niagara, PCG, AI and Level Sequences.
  • 04Validates parameters strictly and requires consent for destructive actions.
  • 05Listens on localhost only and requires a capability token by default.

Use cases

  • Letting an AI assistant spawn actors, place lights and lay out a level from a chat prompt.
  • Generating Blueprint event graphs or UMG widget layouts in batches.
  • Checking an editor build with screenshots and Play-In-Editor sessions driven by the assistant.
  • Sharing one running editor across several MCP clients on a team.

Quick start

  1. 1

    Download the plugin zip from the v0.6 pre-release on the Releases page

  2. 2

    Copy the EngineWire folder into your project's Plugins directory

    MyGame/Plugins/EngineWire/
  3. 3

    Enable Enable Native MCP Server in Project Settings, then restart the editor

  4. 4

    Add the server to Claude Code using the capability token

    claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp --header "X-MCP-Capability-Token: <token>"

Things to know

  • Requires Unreal Engine 5.0 to 5.8 and a project with C++ code, or prebuilt binaries for Blueprint-only projects.
  • Prebuilt binaries only work with the engine minor version and platform they were built for.
  • The README describes a 0.6 beta line, and the previous stable 0.5.30 release has a different tool layout.

Topics

FAQ

What is Unreal_mcp?
An MCP server with a native C++ Unreal Editor plugin that lets AI assistants build levels, Blueprints, materials and more inside a running editor. EngineWire connects MCP-compatible AI clients such as Claude, Cursor and VS Code to a running Unreal Editor. A native C++ editor plugin does the work on the editor's game thread, and a TypeScript server offers a stdio route for clients that only launch local commands. Both routes expose one MCP tool, unreal, with search, describe, execute and configure operations over nearly 400 capabilities.
Is Unreal_mcp free to use? What license does it have?
Unreal_mcp is open source under the MIT license. Check the license terms before using it in commercial products.
Is Unreal_mcp still maintained?
Actively maintained. The last commit to Unreal_mcp was on Oct 19, 2026.
What can I use Unreal_mcp for?
Letting an AI assistant spawn actors, place lights and lay out a level from a chat prompt. Generating Blueprint event graphs or UMG widget layouts in batches. Checking an editor build with screenshots and Play-In-Editor sessions driven by the assistant. Sharing one running editor across several MCP clients on a team.
How do I install Unreal_mcp?
Download the plugin zip from the v0.6 pre-release on the Releases page Copy the EngineWire folder into your project's Plugins directory: MyGame/Plugins/EngineWire/ Enable Enable Native MCP Server in Project Settings, then restart the editor Add the server to Claude Code using the capability token: claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp --header "X-MCP-Capability-Token: <token>"
Where can I get Unreal_mcp?
The source code and installation instructions are on GitHub: https://github.com/ChiR24/Unreal_mcp

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