Comparison Matrix

How ue-mcp compares.

Feature matrix across every Unreal Engine MCP server we've tracked. Cells are graded the same way for every entry; gaps and edges are equally visible.

supported partial / via Python not supported
Compare columns (13/13)
ToolRepo / URLLanguageArchitecture
ue-mcpue-mcp.comTS/Node + C++ bridgeWebSocket JSON-RPC to C++ plugin
Epicdev.epicgames.com (Unreal MCP)C++ (in-engine plugin)Embedded HTTP+SSE MCP server in editor, tool-search registry
Monolithtumourlove/monolithPure C++Embedded Streamable HTTP MCP server
Flopflopperam/unreal-engine-mcp + hostedPython + C++ pluginHosted Streamable HTTP, FastMCP
chongdashuchongdashu/unreal-mcpPython + C++ pluginTCP socket to plugin
GenOrcaGenOrca/unreal-mcpPython (uv) + C++ pluginTCP/JSON to plugin, embedded Python
runrealrunreal/unreal-mcpNode.js (npx)Python Remote Execution, no plugin
mcp-unrealremiphilippe/mcp-unrealGo (single binary)HTTP Remote Control + plugin
ChiR24ChiR24/Unreal_mcpTS + C++ pluginNative MCP transport from plugin
unreal-analyzerayeletstudioindia/unreal-analyzer-mcpNode.jsSource code analysis only, no editor connection
SoveranceSoverance/UnrealAIPure C++HTTP REST on localhost:3000, optional MCP bridge
Claireonbeliever-oss/claireonPure C++ (+ Python)Embedded localhost HTTP MCP, tool_search + python_execute surface
vibeuekevinpbuckley/VibeUEC++ + Python servicesExpands UE 5.8 native MCP endpoint (ToolsetRegistry + AgentSkill)

Architecture & Install

Propertyue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Install methodnpx ue-mcp initEnable in-editor pluginDrop plugin folderPlugin + hosted URLClone + uvPlugin + uvnpxgo install / releaseClone + npmClone + npmCopy plugin folderClone into PluginsFab / clone into Plugins
Requires C++ projectyesnonoyesyesyesnoyesyesnono (compiles on open)yesno
Precompiled binariesnoyes (in-engine)yesyes (hosted)nonoN/Ayesnonononoyes (Fab)
UE versions5.4-5.85.8 only5.7+5.5-5.75.55.4+5.4+5.75.xSource only5.7 only5.5+5.8+
PlatformWin/Mac/LinuxWin/Mac/LinuxWindows onlyWin/Mac/LinuxWin/Mac/LinuxWin/MacWin/Mac/LinuxWin/Mac/LinuxWin/MacCross-platformWin/LinuxWindows onlyWindows only
Hosted optionnononoyes (paid tiers)nonononononononono
API key requirednononoyes (hosted tools)nonononononononono
LicenseMITUE EULAMITMixed (hosted SaaS)MITMITMITMITMITMITMITMITMIT
Offline (no editor)yesnonononononopartial (docs)noyesnonono
Native action count500+Minimal (exp.)218~64 (46 free + 18 paid)~40~50~254922 (broad mode)~1037 tools / 200+ ops600+11 tools / 32 services

Blueprints

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Read blueprint structureyespartialyesyesyesyespartialyesyesnoyesyesyes
Full graph (nodes, pins, connections)yesnoyesyespartialyespartialyesyesnoyesyesyes
Variable CRUDyespartialyesyesyesyespartialyesyesnoyesyesyes
Function CRUDyesnoyesyespartialyespartialyesyesnoyesyesyes
Node CRUD + connectyesnoyesyesyesyespartialyesyesnoyesyesyes
Component CRUDyespartialyesyesyesyespartialyesyesnoyesyesyes
Batch connect (single compile)yesnonoyesnonononononononoyes
Auto-layout graphyesnononononononononoyesnono
Bulk graph rewrite (T3D/JSON)yesnononononononononononopartial
Set CDO propertyyespartialnonononononononononono
Compile / batch compileyespartialyesyesyesyespartialyesyesnoyesyesyes

Materials

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Create material / instanceyesyesyesyespartialyespartialyesyesnopartialnoyes
Expression graph CRUDyesnoyesyesnoyespartialyesyesnononoyes
Connect expressionsyesnoyesyesnoyespartialyesyesnononoyes
Build graph from JSONyesnoyesnononononononononono
Instance parameter setyesyesyesyesyesyespartialyesyesnoyesnoyes
Custom HLSL nodeyesnoyesnononopartialnononononopartial
Recompile cascadeyesnoyesyesnoyespartialyesyesnononoyes
Render preview PNGyesnoyesyesnonononononononopartial

Animation

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Anim Blueprint CRUDyesnoyesyesnopartialpartialnopartialnoyesyesyes
State machine CRUDyesnoyesyesnonopartialnononoyespartialyes
Anim sequence read/writeyesnoyesyesnonopartialnononoyesyesyes
Bone track keysyesnoyespartialnonopartialnononoyesnoyes
Curves CRUDyesnoyespartialnonopartialnononoyesnoyes
Montage CRUDyesnoyesyesnonopartialnononoyesyesyes
Blendspace CRUDyesnoyesyesnonopartialnononoyesyespartial
IK rig / retargeteryesnonoyesnonopartialnononoyesnoyes
Pose Searchyesnoyesnononopartialnononononono
Live PIE bone readsyesnonoyesnonononononononono

Niagara VFX

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Create systemyesnoyesyesnopartialpartialnoyesnonopartialpartial
Emitter CRUDyesnoyesyesnopartialpartialnoyesnonopartialpartial
Module CRUDyesnoyesyesnonopartialnoyesnononopartial
User parametersyesnoyesyesnonopartialnoyesnononono
Renderer CRUDyesnoyesyesnonopartialnoyesnononono
HLSL module createyesnoyesnononopartialnononononoyes
Spawn VFX in levelyesnonoyesnonopartialnoyesnononono

Editor / Build / C++ Source

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Live Coding compileyesnoyesyesnonopartialyesyesnoyesnono
Build errors / log searchyesnoyesyesnopartialpartialyesyesnoyesnopartial
Console commandyesnonoyesyesyesyesyesyesnoyespartialyes
Execute Pythonyespartialnoyespartialyesyespartialyesnoyesyesyes
Editor start/stop/restartyesnononononononononoyesnono
PIE controlyesnonoyesnopartialpartialpartialpartialnoyesyespartial
Screenshot captureyesnonoyesnonopartialyesyesnoyesyesyes
Viewport camerayesnonoyesnonopartialyesyesnopartialnopartial
Sequenceryesnonoyesnonopartialnonononoyesno
Build / cook / HLODsyesnononononopartialyespartialnopartialpartialpartial
Read/write project C++yesnonononononononopartialnonono
Create C++ classyesnononononononononononono
Engine source FTS searchyesnoyesnonononononoyesnonopartial
Engine call graphsyesnoyesnonononononoyesnonono
Bundled API docs corpusnononoyesnononoyesnoyesnonopartial
Generate project filesyesnonononononoyesnonoyesnono
Headless UBT buildyesnonononononoyesnonoyesnopartial
Auto-updaternonoyesyesnonopartialnononononono
GIF captureyesnoyesnononononononononono
Automation test runneryesyesyesnononopartialyesyesnoyespartialno
Covered via reflection(reflect_class/struct/enum) — returns the same tooltips, flags, and signatures live from the editor, without an indexed corpus to maintain.

Config / INI

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Read INIyesnoyesnononopartialnononononopartial
Write INIyesnononononopartialnononononopartial
Resolve effective valueyesnoyesnononononononononono
Diff vs engine defaultsyesnoyesnononononononononono

Project / Asset Management

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
FTS5 asset searchyespartialyesyesnoyesyesyesyesnoyesyesyes
Find referencesyesnoyesyesnoyesyesyesyesyesyesyespartial
Asset CRUD (move/rename/delete)yespartialnoyesnopartialyesyesyesnoyespartialyes
Import mesh / texture / animyesnonoyesnonopartialyesyesnoyesnopartial
DataTable row CRUDyesnononononopartialnononopartialyesyes
World Partition renameyesnononononononononononono

Levels & Actors

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Place / delete / move actorsyesyesnoyesyesyesyesyesyesnoyesyesyes
Actor details / boundsyesyesnoyesyesyesyesyesyesnoyesyesyes
Set UPROPERTY (dotted path)yespartialnoyespartialpartialpartialyesyesnoyespartialyes
Bulk batch spawn / translateyesnonoyesnonopartialnoyesnoyesnopartial
Line trace / snap to flooryesnonoyesnonopartialnononononono
Level CRUDyespartialnoyesnonopartialnoyesnoyesnopartial
World settings / sublevelsyesnonoyesnonopartialnononononono
Build lightingyesnononononopartialnononononono

Gameplay Systems

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Collision / physicsyesnonoyespartialpartialpartialnoyesnopartialnopartial
Navigation (rebuild/query)yesnononononopartialnononononono
Behavior Tree full read/authyesnonoyesyesyespartialnoyesnonoyesno
Blackboard CRUDyesnonoyesyesyespartialnoyesnonoyesno
EQSyesnononononopartialnonononoyesno
StateTreeyesnononononopartialnonononoyesyes
Smart Objectsyesnononononopartialnononononono
GAS (abilities / effects)yesnononononopartialnonononopartialno
Networking / replicationyesnononononopartialnoyesnononono
Multi-client PIEyesnononononononononononono
GameMode / PlayerController authyesnonoyesnonopartialnoyesnopartialnopartial

PIE Record / Replay

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Input recording (per-frame, 60 Hz)yesnononononononononoyesnono
Replay through Enhanced Inputyesnononononononononoyesnono
Per-frame drift report (JSON)yesnononononononononopartialnono
Tracked reflection pathsyesnononononononononononono
Tracked actor samplingyesnononononononononononono
Multi-client record / replayyesnononononononononononono
Take Recorder lockstepyesnononononononononononono
Monitor mode (manual vs ref)yesnononononononononononono
Offline diff (no PIE)yesnononononononononononono
Per-frame PNG captureyesnononononononononononono
Actor snapshot (full UProperty)yesnononononononononononono
CPU throttle suppressionyesnononononononononononono
Determinism contract documentedyesnononononononononononono

Landscape / PCG / Foliage

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Landscape CRUDyesnonoyesnonopartialnonononopartialyes
Heightmap import/exportyesnonoyesnonopartialnononononoyes
PCG graph CRUDyesnonoyesnonopartialnonononopartialpartial
Foliage scatteryesnonoyesnonopartialnononononoyes

Audio / UI

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
SoundCue graph authoringyesnonoyesnonopartialnononononoyes
MetaSound graph authoringyesnononononopartialnonononopartialyes
Play sound / ambientyesnonoyesnonopartialnonononoyespartial
Widget Blueprint CRUDyespartialnoyesyesyespartialnoyesnoyesyesyes
UMG animation CRUDyesnonoyesnonopartialnononopartialyesyes
MVVM bindingspartialnononononopartialnononononoyes
Spawn / inspect widget in PIEyespartialnoyesnonopartialpartialnonopartialpartialyes

Workflow Infrastructure

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
YAML flow engineyesnononononononononononono
Per-step rollback / git snapshotyesnononononononononononopartial
Per-handler idempotencyyesnononononononononononono
Sibling C++ plugin patternnonoyesnononononononononono
Embedded in-editor agent UInononoyesnononononononoyesyes
Domain knowledge / skillsEmbeddedno9 skillsHostednononononoGenre patternsDomain systemWorkflow scripts35 skills
ue-mcp doesn't use the sibling-plugin pattern, but reaches the same end differently: custom tasks via a UeMcpTask extension in ue-mcp.yml, plus full override / extension / new native C++ handlers through its plugin-install system (see the Extensibility table).

Extensibility (Plugin System)

Featureue-mcpEpicMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
plugin install CLIyesnononononononononononono
Inject actions into built-in categoriesyespartialnonononononononononopartial
Provide new top-level categoriesyesyesnononononononononoyesyes
Ship native C++ handlers (versioned ABI)yespartialnononononononononopartialpartial
Runtime introspection (list / describe)yesyesnononononononononoyesyes
UE-side dependency check (.uplugin)yesnononononononononononono
Knowledge files merged into AI docsyesnononononononononononopartial
Reference plugin published to npmyesnononononononononononono
Summary

The one-paragraph read on each.

ue-mcp

Leads on breadth, orchestration, and extensibility. Only tool with a YAML flow engine, per-step rollback, and a three-shape plugin system (inject into built-ins, provide new top-level categories, or ship native C++ via a versioned bridge ABI). Covers the full editor surface including levels, gameplay systems (AI, GAS, StateTree, networking), landscape, PCG, foliage, audio, and UI. Ships a first-class PIE Record/Replay system with per-frame drift reports, multi-client recording, Take Recorder lockstep, offline diff, and per-frame PNG capture.

Epic

Epic's official plugin, shipped Experimental in UE 5.8 and embedded in the editor. Zero-install for anyone on 5.8: enable the plugin and an HTTP+SSE MCP server binds to localhost, no C++ project required. Deliberately minimal by design — spawns actors, configures lighting, creates material instances, inspects Slate widgets, and runs automation tests, fronted by a tool-search registry (list / describe / call) and clean custom-tool extension. No Blueprint-graph, material-graph, animation, Niagara, gameplay-framework, landscape, config, or record/replay authoring. Epic states APIs and data formats may change at any time and many features are incomplete. As the first-party baseline it is the one every third-party server is measured against, but today its surface is a fraction of ue-mcp's.

Monolith

The cleanest drop-in: precompiled, Blueprint-only friendly, auto-updater. Strong on Blueprints, materials, animation, Niagara, and engine source. No level or gameplay authoring.

Flop

The only commercial hosted option with an in-editor agent panel. Solid scene and Blueprint coverage and 15k API docs lookup. Paid tiers gate the higher-value tools.

chongdashu

The original community reference, explicitly marked experimental. Coverage stops at basic actors, Blueprints, and a thin slice of materials.

GenOrca

One tier above chongdashu with broader Blueprint, material, and Behavior Tree coverage.

runreal

The no-plugin option: anything Python can do in UE, this can do, but everything routes through Python Remote Execution rather than typed tools.

mcp-unreal

Go single-binary option focused on headless builds, tests, and docs lookup. Editor coverage exists but is narrower than C++ plugin tools.

ChiR24

Condenses actions onto 22 parent tools to save context. Mid-breadth on engine systems, no gameplay framework depth.

unreal-analyzer

Source analysis only. Cannot drive the editor. Useful alongside any of the above.

Soverance

Forked HTTP REST plugin (37 tools, 200+ operations) with deep animation, montage, blend space, and IK retargeter coverage plus a built-in PIE record/replay system for deterministic debugging. UE 5.7 only. Pitches itself as a debugging and analysis tool rather than a prompt-to-game generator.

Claireon

In-editor C++ plugin exposing 600+ tools behind a deliberately minimal surface — tool_search plus python_execute plus a restart-surviving proxy — to save agent context. Strong on Blueprints, animation, State Tree, Behavior Trees / EQS, widgets, Data Tables, and PIE testing, with a built-in AI chat panel, Unreal Insights trace analysis, and a nine-stage workflow state machine that survives editor restarts and recompiles. Windows-focused, UE 5.5+. No material graph, GAS, networking, or record/replay coverage, and terrain/Niagara depth is thin.

vibeue

A C++ plugin that expands Unreal 5.8's own native MCP endpoint (ToolsetRegistry + AgentSkill) rather than running a separate server, so it inherits Epic's zero-server install and layers 32 Python services (1000+ unreal.* methods) plus ~35 domain skill packs on top. Flagship strengths are terrain and world building (landscape sculpting, heightmaps, splines, auto-materials, foliage, procedural FPS blockout, real-world GPS terrain), animation (sequences, montages, state machines, retargeting), audio (MetaSound + SoundCue), UMG with MVVM bindings, and performance profiling (CPU vs GPU frame timing, Unreal Insights traces). Ships an in-editor chat client and connects external agents through the editor terminal. Windows only, UE 5.8+, MIT. No graph-from-JSON authoring, gameplay-framework depth (Behavior Trees, GAS, networking), or PIE record/replay.

Plus...

A few novel features that pull ue-mcp ahead even further.

Feedback System

When the AI hits a missing tool or an incomplete action, the feedback loop catches it and files the gap automatically. Tool coverage doesn't wait for a maintainer to notice — it closes itself.

Flow Engine

Deterministic YAML flows let you lock down multi-step operations into repeatable sequences. The model follows the script instead of improvising — fewer hallucinations, less token waste, predictable results every run.

Plugin Framework

Build custom tools on top of ue-mcp without forking or touching core. Ship a plugin that injects new actions, adds entire categories, or registers native C++ handlers — and install it with a single CLI command.

Want the broadest surface?

One command. Five minutes. Every category in the matrix.

Get Started →Read the docs