Open source · MIT · Unreal Engine 5.0–5.8

Let AI build inside Unreal Editor

Unreal MCP connects Claude, Cursor, VS Code and any MCP client to a running Unreal Editor. It builds levels, Blueprints, UI, materials and effects through a native C++ plugin.

~400editor capabilities
900+GitHub stars
170+forks
1MCP tool to learn

What it does

Nearly 400 capabilities behind a single MCP tool. The assistant finds them by searching in plain words.

Levels and actors

Spawn one actor or hundreds in a call, place and attach them, and load, stream and save levels.

Blueprints and UI

Create Blueprints, variables and components, build event graphs in one batch, and lay out UMG widgets.

Materials and worlds

Material graphs, lighting, landscapes, foliage, Niagara effects and PCG graphs.

Gameplay

Characters, animation, Gameplay Ability System, Behavior Trees, State Trees, EQS and Enhanced Input.

Cinematics and audio

Level Sequences, Movie Render Queue, Take Recorder, Sound Cues and MetaSounds.

Play and verify

Run Play-In-Editor, take screenshots the model can see, read logs, profile and package builds.

Quick start

Native HTTP route. No Node.js needed.

  1. Add the plugin. Download McpAutomationBridge from the latest release into YourProject/Plugins/.
  2. Enable the server. In Project Settings, then Plugins, then MCP Automation Bridge, tick Enable Native MCP Server.
  3. Connect your client. Use the token in Saved/MCP/capability-token:
claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp \
  --header "X-MCP-Capability-Token: <token>"

Secure by default

Everything listens on 127.0.0.1 and needs a per-project capability token. Destructive actions need a per-call consent grant.