Model Context Protocol · Unreal Engine 5

UE-MCP.

Built to run the editor, not to demo it.

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Build a stone courtyard with an arch, torches and a chest that opens when the player reaches it. Then playtest it.
Starting a new level, then blocking out the courtyard.
ue-mcplevel.createL_Courtyarddone
ue-mcpasset.import_static_meshSM_Floordone
ue-mcpasset.import_static_meshSM_Walldone
ue-mcpasset.import_static_meshSM_Pillardone
ue-mcplevel.place_actorSM_Floor at origindone
ue-mcplevel.place_actorSM_Wall ×2, back cornerdone
ue-mcplevel.place_actorSM_Pillar ×4, 5 m griddone
ue-mcpasset.import_static_meshSM_Linteldone
ue-mcplevel.place_actorSM_Lintel on pillars 1 and 2done
Blockout is in. Giving it stone, with moss along the walls.
ue-mcpmaterial.createM_Stone, 6 nodesdone
ue-mcpmaterial.create_instanceMI_Stone_Moss from M_Stonedone
ue-mcplevel.set_materialM_Stone on 8 actorsdone
ue-mcplevel.set_materialMI_Stone_Moss on wallsdone
Dressing it with crates, barrels and lamp posts.
ue-mcpasset.import_static_meshSM_Cratedone
ue-mcpasset.import_static_meshSM_Barreldone
ue-mcpmaterial.createM_Wood, 5 nodesdone
ue-mcplevel.place_actor3 crates, 2 barrelsdone
ue-mcpasset.import_static_meshSM_LampPostdone
ue-mcpmaterial.createM_Iron, 4 nodesdone
ue-mcplevel.place_actorSM_LampPost ×2done
Lighting it for dusk.
ue-mcplighting.buildsun, sky light, height fogdone
Torches: a fire system and a Blueprint to carry it.
ue-mcpniagara.create_systemNS_Fire, 3 emittersdone
ue-mcpblueprint.createBP_Torch: PointLight + NS_Firedone
ue-mcplevel.place_actorBP_Torch ×2 on front pillarsdone
Now the chest, with an interaction that opens the lid.
ue-mcpblueprint.createBP_Chestdone
ue-mcpblueprint.connect_pinsOnInteract → OpenLid → PlaySounddone
ue-mcpblueprint.compileBP_Chest, 0 errorsdone
ue-mcplevel.place_actorBP_Chest at centerdone
Scattering rocks with PCG and painting in some grass.
ue-mcpasset.import_static_meshSM_Rockdone
ue-mcppcg.create_graphPCG_Rocks: sample, filter, spawndone
ue-mcppcg.executePCG_Rocks, 14 pointsdone
ue-mcpfoliage.create_typeFT_Grassdone
ue-mcpfoliage.paintFT_Grass, density 0.4done
A tree, a banner, dust in the air and some ambience.
ue-mcpasset.import_static_meshSM_Treedone
ue-mcpmaterial.createM_Leaves, two-sided foliagedone
ue-mcplevel.place_actorSM_Tree, front cornerdone
ue-mcpasset.import_static_meshSM_Bannerdone
ue-mcpmaterial.create_instanceMI_Banner_Reddone
ue-mcplevel.place_actorSM_Banner on back walldone
ue-mcpniagara.create_systemNS_Dust, 1 emitterdone
ue-mcplevel.place_actorNS_Dust in courtyarddone
ue-mcpaudio.create_sound_cueSC_Ambience, loopingdone
ue-mcplevel.place_actorAmbientSound with SC_Ambiencedone
Building navigation, then playtesting: walk to the chest and open it.
ue-mcpnavigation.rebuild1 nav bounds volumedone
ue-mcpeditor.pie_startwalk to chest, open liddone
Playtest passed
✓ Player reached BP_Chest
✓ OnInteract fired, lid opened
✓ 0 errors, 0 warnings in the log
ue-mcpasset.save_allL_Courtyard and 23 assetsdone
Done. L_Courtyard is saved with 23 new assets in /Game/Courtyard. In the playtest the player reached the chest and the lid opened, with no errors. Want fog, or a second room through the arch?
Done
Ask for something in the editor, or drop files here
Claude Opus 5.5Effort HighSend

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Tool Categories
830
Epic 5.8 Tools Wrapped
UE-MCP Actions
UE 5.4-5.8
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UE-MCP Studio

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Studio is a free, MIT-licensed client for ue-mcp. Its agent works in the open project through ue-mcp, docked in an editor tab or in its own window that keeps responding while the editor is busy. Shell commands and file edits wait for your approval.

Windows, Unreal Engine 5.7 and 5.8. Coming to Fab as a free plugin.

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actions.

Every tool takes an action parameter, validated against a typed enum. Discovered through embedded docs, or search when the seed is trimmed.

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Node 18+, UE 5.4-5.8, and an MCP-capable client.

terminal
# 1. Run the init wizard
npx ue-mcp init
 
# 2. Restart editor once to load the bridge plugin
# 3. Verify: project(action="get_status")

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