Model Context Protocol · Unreal Engine 5

Unreal MCP.

UE-MCP is an MCP server that connects AI assistants directly to the Unreal Editor. 300+ actions across 19 tool categories. Blueprints, materials, levels, VFX, GAS — all through natural language.

Get Started →View on GitHub
ue-mcp — Vale project
Checking editor status before we start building the potion rack.
ue-mcp – project (MCP) (action: "get_status")
⎿  { "editorConnected": true, "project": "Vale" }
Good. Importing mesh, recentering pivot, placing in level.
ue-mcp – asset (MCP) (action: "import_static_mesh", name: "SM_PotionRack")
⎿  { "success": true, "assetPath": "/Game/Meshes/Props/SM_PotionRack" }
ue-mcp – level (MCP) (action: "place_actor", location: {x:240,y:0,z:0})
⎿  { "label": "SM_PotionRack_0", "success": true }
ue-mcp – blueprint (MCP) (action: "compile", assetPath: "/Game/BP_PotionInteract")
⎿  { "success": true, "errors": 0 }
Rack placed and Blueprint compiled. Running PIE to verify interaction.
300+
Actions
19
Tool Categories
UE 5.4–5.7
Compatibility
<5min
Setup Time
What you can do

The entire editor,
at your AI's fingertips.

Every major editor subsystem exposed over a single MCP interface. Your AI can read, create, and modify — with full undo support.

blueprint
Blueprint Graph Scripting
Read and write BP graphs. Add nodes, connect pins, create functions, compile — all programmatically.
level
Actor & Level Management
Place, move, and delete actors. Spawn lights, volumes, splines. Manage components and levels.
material
Material Graph Authoring
Create materials and instances from scratch. Wire expression graphs, set shading models, connect textures.
gameplay
Gameplay Systems
Physics, collision, navmesh, Enhanced Input, AI behavior trees, EQS, State Trees, game mode wiring.
gas
Gameplay Ability System
Create attribute sets, abilities, effects, and cues. Add AbilitySystemComponent. Set activation tags.
pcg
Procedural Content Generation
Create, read, wire, and execute PCG graphs. Add nodes, connect pins, set parameters, regenerate output.
editor
Full Editor Control
Console commands, PIE, viewport, sequencer, build pipeline, hot reload, logs, modal dialog management.
niagara
VFX Systems
Create Niagara systems and emitters, spawn VFX at locations, set runtime parameters on active components.
reflection
Runtime UE Reflection
Reflect any UClass, UStruct, or UEnum. List properties, functions, metadata. Browse gameplay tags.
animation
Animation & Skeletons
Create AnimBPs, montages, and blendspaces. Read skeleton hierarchies, add notifies, import sequences.
landscape
Terrain & Landscape
Sculpt heightmaps, paint weight layers, import terrain data, set materials, manage splines and components.
10 more
tool categories.
Networking, audio, UMG widgets, foliage, sequencer — 300+ actions across 19 tool categories.
Full tool reference →
Architecture

Two components.
Zero friction.

A TypeScript MCP server handles the AI protocol. A C++ plugin runs inside the editor. They talk JSON-RPC over WebSocket.

01

Run the init wizard

Run npx ue-mcp init from your project directory. It finds your .uproject, deploys the bridge plugin, and configures your MCP clients automatically.

02

One editor restart

Restart the editor once to load the plugin. Run project(action="get_status") to verify.

03

Start building

Your AI can now place actors, write Blueprints, create materials, rebuild navmesh, run PIE — anything you'd do by hand.

AI Assistant
stdio / MCP protocol
MCP Server (Node.js)
WebSocket · JSON-RPC 2.0 · port 9877
C++ Bridge Plugin
UE C++ API · game thread
Editor Subsystems
EDITOR-OFFLINE OPERATIONS
MCP Server
filesystem
INI · C++ · Assets
Auto-reconnect
Connection drops? Retry every 15s. Config, C++ headers, and asset listing still work offline.
Tool Reference

19 tools.
300+ actions.

Every tool takes an action parameter. The AI discovers them through embedded docs.

project11
asset19
blueprint21
level22
material15
animation13
landscape10
pcg12
foliage7
niagara11
audio5
widget10
editor34
reflection6
gameplay30
gas9
networking11
demo2
feedback1
Full Tool Reference →
Open Source

Built in the open.

UE-MCP is open source. The source is on GitHub, the docs are public, and the tool will keep improving.

github.com/db-lyon/ue-mcp
# One command to set up everything
npx ue-mcp init
Early Access

Free while we build.

UE-MCP is free during early access. Paid tiers for teams and managed relay are coming — shaped by what early users actually need.

Join the Discord
Get Started

Up and running
in five minutes.

Node 18+, UE 5.4–5.7, and an MCP-capable AI client is all you need.

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")
Full Setup Guide →Watch the Demo