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.
Nearly 400 capabilities behind a single MCP tool. The assistant finds them by searching in plain words.
Spawn one actor or hundreds in a call, place and attach them, and load, stream and save levels.
Create Blueprints, variables and components, build event graphs in one batch, and lay out UMG widgets.
Material graphs, lighting, landscapes, foliage, Niagara effects and PCG graphs.
Characters, animation, Gameplay Ability System, Behavior Trees, State Trees, EQS and Enhanced Input.
Level Sequences, Movie Render Queue, Take Recorder, Sound Cues and MetaSounds.
Run Play-In-Editor, take screenshots the model can see, read logs, profile and package builds.
Native HTTP route. No Node.js needed.
YourProject/Plugins/.Saved/MCP/capability-token:claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp \ --header "X-MCP-Capability-Token: <token>"
Everything listens on 127.0.0.1 and needs a per-project capability token. Destructive actions need a per-call consent grant.