Comparison Matrix

How ue-mcp compares.

Feature matrix across the third-party Unreal Engine MCP servers we've tracked. Cells are graded the same way for every entry; gaps and edges are equally visible. Unreal's own first-party plugin is covered separately below.

● supported● partial / via Python● not supported

Every cell audited against each project's current source on 24 September 2026.

First-party baseline

ue-mcp extends Epic's MCP.

Epic's MCP830 actionsue-mcp+1,103actions

And more...

Supports UE 5.4 to 5.8.

Documentation →
Compare columns (12/12)
ToolRepo / URLLanguageArchitecture
ue-mcpue-mcp.comTS/Node + C++ bridgeWebSocket JSON-RPC to C++ plugin
Monolithtumourlove/monolithPure C++Embedded Streamable HTTP MCP server + native stdio proxy
Flopflopperam/unreal-engine-mcp + hostedPython + C++ pluginHosted Streamable HTTP to FlopAI plugin; OSS FastMCP over TCP
chongdashuchongdashu/unreal-mcpPython + C++ pluginTCP socket to plugin
GenOrcaGenOrca/unreal-mcpPython (uv) + C++ pluginFastMCP stdio, 21 dispatcher tools, TCP/JSON to plugin with embedded Python
runrealrunreal/unreal-mcpNode.js (npx)Python Remote Execution, no plugin
mcp-unrealremiphilippe/mcp-unrealGo (single binary) + C++ pluginHTTP to C++ plugin + Remote Control API
ChiR24ChiR24/Unreal_mcpTS + C++ pluginSingle 'unreal' gateway tool; native HTTP MCP in plugin or TS stdio over WebSocket
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 skill loaderExpands UE 5.8 native MCP endpoint (ToolsetRegistry + AgentSkill)

Architecture & Install

Propertyue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Install methodnpx ue-mcp initManual: zip or clone + .mcp.jsonPlugin + hosted URLClone + uvRelease zip / Fab + uvnpxgo install + copy pluginCopy plugin (+ npx)Clone + npmCopy plugin folderClone into PluginsFab / clone into Plugins
Requires C++ projectno (compiles on open)nono (hosted)yesnonoyesyesnono (compiles on open)yesno
Precompiled binariesnoyes (Win64)yes (hosted plugin)noyesN/Anononononoyes (Fab)
UE versions5.4-5.85.7-5.85.3-5.85.5+5.6-5.85.4+5.75.0-5.8Source only5.7 only5.5-5.85.8+
PlatformWin/Mac/LinuxWin/Mac/LinuxWin/MacWin/Mac/LinuxWindows onlyWin/Mac/LinuxWin/Mac/LinuxWin/Mac/LinuxCross-platformWin/LinuxWindows onlyWin/Mac/Linux
Hosted optionnonoyes (free + paid)nonononononononono
API key requirednonoyes (hosted tools)nonononononononono (free key for terrain)
LicenseMITMITProprietary (hosted)MITApache-2.0MITApache-2.0MITMITMITMITMIT
Offline (no editor)yespartial (index CLI)nonononopartial (build/tests/INI)noyesnonono
Native action count1,103 (+830 Epic on 5.8)~1,60064 hosted (46 free + 18 paid)32253 (21 tools)2049387 (1 gateway tool)1043 tools / ~300 ops750+~1,000 methods / 35 toolsets
Auto-writes MCP client configyesnonononononononopartialpartialyes
One-command update (server + plugin)yesyesnononononononononono

CLI & Setup

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Interactive setup wizardyesnonononononononononono
Doctor diagnostics commandyesnononononopartialnonononono
Deploy editor plugin commandyesnononononoyesnonononono
Headless build commandyesnononononoyespartialnoyesyesno
Client hook install/uninstallyesnonononononononononono
Install feasibility checkyesnononononopartialnonononono

Blueprints

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Read blueprint structureyesyesyesnoyespartialyesyesnoyesyesyes
Full graph (nodes, pins, connections)yesyesyesnoyesnoyesyesnoyesyesyes
Variable CRUDyesyesyespartialpartialpartialpartialyesnoyesyesyes
Function CRUDyesyesyesnopartialpartialpartialyesnopartialpartialyes
Node CRUD + connectyesyesyespartialyesnopartialyesnoyesyesyes
Component CRUDyesyesyespartialyespartialpartialyesnoyesyesyes
Batch connect (single compile)yesyesyesnopartialnonononoyesyesyes
Auto-layout graphyesyesyesnoyesnonononoyespartialyes
Bulk graph rewrite (T3D/JSON)yesyesyesnoyesnononononoyespartial
Set CDO propertyyesyesyesyespartialpartialpartialyesnoyesyesyes
Compile / batch compileyesyesyesyesyespartialyesyesnoyesyesyes
Project-wide call-site searchyespartialpartialnonononononopartialyespartial
Execution flow traceyesyesyesnonononononoyesnopartial
Validate without savingyesyesyesnopartialpartialpartialyesnoyesyesyes
Interfaces / dispatchers / macrosyesyesyesnopartialpartialnopartialnopartialyesyes
Construction script previewyespartialpartialnopartialpartialnopartialnopartialpartialpartial

Materials

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Create material / instanceyesyesyesnoyespartialyesyesnopartialyesyes
Expression graph CRUDyesyesyesnoyespartialnoyesnopartialyesyes
Connect expressionsyesyesyesnoyespartialnoyesnopartialyesyes
Build graph from JSONyesyesnononononopartialnonoyespartial
Instance parameter setyesyesyesnoyespartialyesyesnoyesyesyes
Custom HLSL nodeyesyesyesnopartialpartialnoyesnopartialpartialyes
Recompile cascadeyesyesyesnoyespartialnoyesnopartialyesyes
Render preview PNGyesyesnononononoyesnonopartialpartial
Material function authoringyesyesyesnopartialpartialnoyesnopartialpartialyes
Shader stats / graph validationyesyespartialnopartialpartialnopartialnopartialpartialpartial

Animation

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Anim Blueprint CRUDyesyesyesnoyespartialpartialyesnoyesyesyes
State machine CRUDyesyesyesnopartialnopartialyesnoyesyesyes
Anim sequence read/writeyesyesyesnoyespartialnoyesnoyesyesyes
Bone track keysyesyesyesnopartialpartialnoyesnoyespartialyes
Curves CRUDyesyesyesnoyespartialnopartialnopartialyesyes
Montage CRUDyesyesyesnopartialpartialnoyesnoyesyesyes
Blendspace CRUDyesyesyesnopartialpartialnoyesnoyesyespartial
IK rig / retargeteryesyesyesnoyespartialnoyesnoyespartialpartial
Pose Searchyesyespartialnopartialpartialnopartialnopartialpartialpartial
Live PIE bone readsyesyespartialnopartialpartialnopartialnopartialpartialpartial
Control Rig authoringyesyespartialnoyespartialnopartialnoyespartialyes
Skin weights / cloth bindingyespartialpartialnopartialpartialnoyesnopartialpartialpartial
Non-destructive Control Rig sessionsyesnonononononononononono
Contact constraints (hand/foot lock)yesnonononononononononono
Viewport pose capture + propagationyesnonononononononononopartial
Deterministic animation analysisyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Skeleton edit sessionsyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Locomotion speed measurementyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Batch retarget animationsyesyesyesnoyespartialnoyesnoyespartialpartial
Curve-to-morph target checkyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Live post-process AnimBP overrideyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Create skeleton from skeletal meshyesnonononononononononopartial

Niagara VFX

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Create systemyesyesyesnopartialpartialnoyesnopartialyesyes
Emitter CRUDyesyesyesnopartialpartialpartialyesnopartialyesyes
Module CRUDyesyesyesnonononoyesnonoyesyes
User parametersyesyesyesnopartialpartialpartialyesnopartialyesyes
Renderer CRUDyesyespartialnonononoyesnopartialyesyes
HLSL module createyesyespartialnonononononononoyes
Spawn VFX in levelyespartialyesnopartialpartialyesyesnoyespartialpartial
"Does it emit" validationyespartialpartialnonononopartialnopartialpartialpartial
Simulation stages / event handlersyesyesnononononopartialnononono
Compiled GPU script inspectionyesyesnonononononononopartialno

Editor / Build / C++ Source

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Live Coding compileyesyesyesnoyespartialyespartialnoyesyespartial
Build errors / log searchyesyesyesnoyespartialyespartialnoyesyesyes
Console commandyesyespartialnoyesyesyesyesnoyesyespartial
Execute Pythonyesyesyesnoyesyespartialyesnoyesyesyes
Editor start/stop/restartyesnonononononopartialnoyespartialno
PIE controlyesyesyesnoyespartialyesyesnoyesyesyes
Screenshot captureyesyesyesnoyesyesyesyesnoyesyesyes
Viewport camerayespartialpartialyesyesyesyesyesnopartialpartialyes
Sequenceryespartialyesnoyespartialnoyesnopartialyesyes
Build / cook / HLODsyespartialpartialnopartialpartialyespartialnopartialpartialpartial
Read/write project C++yespartialyesnononononopartialnopartialno
Create C++ classyespartialyesnononononononopartialno
Engine source FTS searchyesyesnonononononoyesnonono
Engine call graphsyesyesnonononononopartialnonono
Bundled API docs corpusno†noyesnononoyesnopartialnonopartial
Generate project filesyesnoyesnononoyesnonoyespartialno
Headless UBT buildyesnononononoyespartialnoyespartialno
Auto-updateryesyesnononononononononono
GIF captureyes‡yesnononononononononono
Automation test runneryesyespartialnopartialpartialyesyesnopartialyesyes
Unreal Insights trace / profilingyesyespartialnopartialpartialnoyesnopartialyesyes
C++ symbol verify / header lintyesyespartialnononononopartialnopartialno
Fab library importyesnononononopartialyesnononoyes
Standalone game launch + traceyesnonononononononononoyes
Frame timing with bottleneck verdictyespartialnononononopartialnonopartialyes
Hitch injection for testingyespartialpartialnopartialpartialnopartialnopartialpartialyes
Scalability + CVar bulk setyespartialpartialnopartialpartialnopartialnopartialpartialyes
Reflective UFUNCTION invocationyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
Live PIE actor manipulationyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
PIE configuration (net mode, clients)yespartialpartialnopartialpartialnopartialnopartialpartialyes
What the user has openyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Dirty packages / world state readyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
Enable/disable engine pluginsyespartialpartialnopartialpartialyesyesnopartialpartialyes
Engine class hierarchy / usage examplesyesyespartialnopartialpartialpartialpartialpartialpartialpartialpartial
Headless scripted editor utilitiesyespartialpartialnopartialpartialnopartialnopartialpartialpartial
†Covered via reflection(reflect_class/struct/enum) — returns the same tooltips, flags, and signatures live from the editor, without an indexed corpus to maintain.
‡Provided by the first-party pie-studio plugin.

Editor Safety & Session Control

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Dialog system: modal detectionyespartialnononononoyesnononono
Dialog system: policy (auto / defer / ask)yespartialnononononopartialnononono
Multi-editor targetingyesnonononononononononono
Asset locking between agentsyesnonononononopartialnonopartialno
Pre-call guards / policy hooksyesnonononononopartialnononono
On-demand tool discovery (lean context)yesyesnonoyesnonoyesnonoyesyes
Auto-filed tool-gap feedbackyesnononononononononopartialno
Wraps Epic 5.8 native MCP toolsyesnonononononononononoyes
Dialog system: read full dialog + buttonsyesnonononononononononopartial
Dialog system: per-row checkbox answersyesnonononononononononopartial
Dialog system: human-only answers via in-client formyesnonononononononononono
Dialog system: pre-armed pattern answersyesnonononononononononono
Dialog system: gates every call routeyesnonononononopartialnononono
Guard scopes by declared effectyesnonononononopartialnononono
Python escape hatch gated by tool searchyesnononononononononopartialno
Approval for PIE with Blueprint errorsyespartialnononononononononono
Safe editor shutdown (dirty check)yespartialpartialnopartialpartialnopartialnopartialpartialpartial
Multi-editor write safetyyesnonononononononononono
Bridge rejects browser originsyespartialnopartialpartialnopartialyesnonopartialpartial
Protected engine rootsyesnopartialnonononononononono
Undo transactions + historyyespartialpartialnopartialpartialnopartialnopartialyesyes

Agent Context & Discovery

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Selectable context modes (incl. single gateway)yesnonononononopartialnonopartialpartial
Offline capability reportyesnononononopartialpartialnononono
Result field selection (select/omit)yesyesnonononononononopartialno
Cursor pagination on large readsyesyesnononononopartialnopartialpartialno
Per-category enable/disableyesyesnononononopartialnononono
Client quirks handlingyesnonononononopartialnononono
Upgrade notice in tool responsesyespartialnononononononononono
Progress notifications on long callsyesnonononononoyesnopartialnono

Multi-project & Sessions

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Runtime project switchyesnonononononononononono
Add/drop editors at runtimeyesnonononononononononono
Detect multiple editors on one projectyesnonononononononononono
Per-project engine selectionyesnononononononononopartialno
Layered config cascade (global to local)yesnonononononononononono

Reliability & Diagnostics

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Timeouts report outcome unknown (no double-apply)yesnonononononopartialnopartialnopartial
Plugin/server parity + stale build detectionyesnonononononopartialnonopartialno
Protocol/ABI capability handshakeyesnononononopartialpartialnonopartialno
Out-of-process engine state probeyesnonononononopartialnonopartialpartial
Crash report listingyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Asset registry health diagnosticsyespartialpartialnopartialpartialnopartialnopartialpartialpartial

Privacy & Feedback

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Credential + identifier scrubbing on outbound textyesnonononononononononono
Deferred report review queueyesnononononononononopartialno
Issue-to-PR automationyesnonononononononononono

Config / INI

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Read INIyesyespartialnopartialpartialyespartialnopartialpartialyes
Write INIyespartialpartialnopartialpartialyespartialnopartialpartialyes
Resolve any INI key across layerspartial†yesnonononononononopartialno
Diff project INI vs engine defaultspartialyesnononononononononono
†ue-mcp resolves the effective value of any config-backed setting through editor(get_object_properties) on its settings class default object, and of any console variable through editor(get_cvars), which also reports defaultValue, isDefault and the priority that set it. Raw INI keys with no backing property, and per-layer attribution, are not covered.

Project / Asset Management

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
FTS5 asset searchyesyesyesnoyesyesyesyesnoyesyesyes
Find referencesyesyesyesnoyesyesyesyesnoyesyesyes
Asset CRUD (move/rename/delete)yespartialpartialnoyespartialnoyesnoyespartialyes
Import mesh / texture / animyesyespartialnoyespartialpartialyesnoyespartialyes
DataTable row CRUDyesyesyesnoyespartialyesyesnoyesyesyes
World Partition renameyesnonononononononononono
Semantic asset diffyesyesyesnonononopartialnopartialyesyes
Content hygiene audit + fixyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Migrate assets to another projectyespartialpartialnopartialpartialnopartialnoyespartialpartial
Atomic bulk data-asset upsertyespartialpartialnopartialpartialnopartialnopartialpartialpartial
CurveTable / StringTable authoringyespartialpartialnopartialpartialnopartialnopartialpartialyes
User enum / struct authoringyesyesyesnopartialpartialnoyesnopartialpartialyes
UV inspection and editingyespartialpartialnopartialpartialnopartialnopartialpartialyes
Asset export to filesyesyespartialnoyespartialnopartialnoyespartialpartial
Texture change detectionyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Import pipeline assetsyespartialpartialnopartialpartialnopartialnopartialpartialpartial

Levels & Actors

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Place / delete / move actorsyesyesyesyesyesyesyesyesnoyespartialyes
Actor details / boundsyesyesyespartialyesyespartialyesnoyesyesyes
Set UPROPERTY (dotted path)yespartialyespartialpartialpartialpartialyesnoyesyesyes
Bulk batch spawn / translateyesyesyesnopartialpartialnopartialnopartialpartialpartial
Line trace / snap to flooryesyesyesnoyespartialnopartialnopartialpartialyes
Level CRUDyesyespartialnoyespartialyesyesnoyespartialpartial
World settings / sublevelsyesyespartialnopartialpartialpartialyesnopartialpartialpartial
Build lightingyespartialyesnopartialpartialnoyesnopartialpartialpartial
Spline editingyespartialpartialnopartialpartialnoyesnopartialpartialpartial
Instanced mesh (HISM) instance CRUDyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
World Partition unloaded actor queryyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Post-process settingsyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Actor tags / folders / attachyespartialpartialnoyespartialnopartialnopartialpartialyes
Actor motion telemetryyespartialpartialnopartialpartialnopartialnopartialpartialpartial

Spatial Instructions

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Frame-aware transforms (world/actor/parent)yespartialpartialnopartialpartialnopartialnopartialpartialpartial
Viewpoint-aware rotation (clockwise from X)yesnonononononononononono
Quaternion deltas (no Euler drift)yespartialpartialnopartialpartialnopartialnopartialpartialpartial
Spatial dry-run previewyesnonononononononononono
Attachment/socket-aware inspectionyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
Relative transform between actorsyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Aim actor at targetyespartialpartialnopartialpartialnopartialnopartialpartialyes
Captures with camera metadata + fixed settingsyespartialpartialnoyespartialnopartialnopartialpartialpartial
Viewport pixel hit-testyesnononopartialnonononononopartial
Non-savable verification actorsyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Component overlap / penetration testyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Exact actor paths (duplicate labels refused)yespartialnonopartialnonopartialnonopartialpartial
Before/after transforms + rollback on editsyesnononononononononopartialno
Spatial contract in every context modeyesnonononononononononono

Gameplay Systems

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Collision / physicsyesyesyespartialpartialpartialpartialyesnopartialpartialyes
Navigation (rebuild/query)yesyesyesnopartialpartialnoyesnopartialpartialpartial
Behavior Tree full read/authyesyesyesnoyesnonoyesnonoyesyes
Blackboard CRUDyesyesyesnoyespartialnoyesnopartialyesyes
EQSyesyesyesnopartialpartialnoyesnopartialyesyes
StateTreeyesyesyesnopartialpartialnoyesnopartialyesyes
Smart Objectsyesyesyesnopartialpartialnoyesnopartialpartialpartial
GAS (abilities / effects)yesyesyesnoyespartialpartialyesnopartialyespartial
Networking / replicationyesyespartialnopartialpartialnoyesnopartialpartialpartial
Multi-client PIEyesnonononononopartialnonopartialno
GameMode / PlayerController authyespartialyesnopartialpartialnoyesnoyespartialpartial
Enhanced Input asset CRUDyesyesyesnoyespartialyesyesnoyesyesyes
Dialogue / Conversation graphspartialyesnononononopartialnononopartial
Chooser tablesyesyespartialnopartialpartialnopartialnopartialyespartial
Mass Entity / ZoneGraphyesyespartialnopartialpartialnoyesnopartialpartialpartial
AI perception authoringyesyesyesnopartialpartialnoyesnopartialpartialpartial
Live Behavior Tree execution pathyesyesyesnonononononononono
Live blackboard write (notifying)yesyespartialnopartialpartialnopartialnopartialpartialpartial
Live StateTree events/transitionsyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Live input action valueyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Enhanced Input validation audityesyespartialnopartialpartialnopartialnopartialpartialpartial
GAS ability activation traceyesyesnonononononononopartialno
GAS state snapshot + diffyesyesnonononononononopartialpartial
GAS live attribute get/setyesyespartialnopartialpartialyespartialnopartialpartialpartial
GAS cue coverage / attribute audityesyesnononononononononopartial
SaveGame slot inspectionyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Collision profile resolutionyesnopartialnonononononopartialnono
Player-mappable input settingsyespartialpartialnopartialpartialnopartialnopartialpartialpartial

PIE Record / Replay

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Input recording (per-frame, 60 Hz)yes†nonononononononoyesnono
Replay through Enhanced Inputyespartialnononononononoyesnono
Per-frame drift report (JSON)yesnonononononononononono
Tracked reflection pathsyespartialnononononononononono
Tracked actor samplingyespartialnononononononopartialnono
Multi-client record / replayyesnonononononononononono
Take Recorder lockstepyesnonononononononoyesnono
Monitor mode (manual vs ref)yesnonononononononopartialnono
Offline diff (no PIE)yesnonononononononononono
Per-frame PNG captureyespartialnononononononoyesnono
Actor snapshot (full UProperty)yespartialnononononopartialnonopartialno
CPU throttle suppressionyesnonononononopartialnononoyes
Determinism contract documentedyesnonononononononononono
Recording-to-test scaffoldingyesnonononononononononono
Temporal assertions over play datayesnopartialnonononononononono
Declarative play scenariosyesnoyesnonononononopartialnoyes
Timed input tape injectionyespartialyesnonononopartialnoyesnoyes
PIE session error captureyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
†Every ue-mcp row in this table, and GIF capture in the Editor table, ships in pie-studio, ue-mcp's first-party plugin. Install with ue-mcp plugin install pie-studio.

Landscape / PCG / Foliage

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Landscape CRUDyespartialyesnopartialpartialnoyesnopartialyesyes
Heightmap import/exportyespartialyesnopartialpartialnoyesnopartialpartialyes
PCG graph CRUDyespartialyesnopartialpartialpartialyesnopartialyesyes
Foliage scatteryespartialyesnopartialpartialnoyesnopartialyesyes
Runtime Virtual Texture authoringyespartialpartialnopartialpartialnopartialnopartialpartialyes
Real-world GPS terrainyesnonononononononononoyes
Terrain analysis (slope/flat areas)yespartialyesnonononononononoyes
Erosion simulationyesnoyesnononononononoyesyes
Height/weight region read-writeyesnopartialnonononopartialnonopartialyes

Mesh & Geometry

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Mesh ops (UV, simplify, remesh, boolean)yesyespartialnopartialpartialnoyesnopartialpartialpartial
Collision generationyesyespartialnoyespartialnoyesnopartialpartialyes
Fracture / Dataflow graphsyesnoyesnonononononononoyes

Audio / UI

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
SoundCue graph authoringyesyesyesnopartialpartialnoyesnopartialyesyes
MetaSound graph authoringyesyesyesnopartialpartialnoyesnoyesyesyes
Play sound / ambientyesyespartialnopartialpartialnoyesnoyesyespartial
Widget Blueprint CRUDyesyesyespartialyespartialnoyesnoyesyesyes
UMG animation CRUDyesyesyesnonononoyesnopartialyesyes
MVVM bindingspartialpartialyesnopartialpartialnopartialnopartialyesyes
Spawn / inspect widget in PIEyespartialyesnopartialpartialpartialpartialnopartialpartialyes
Sound routing readyespartialpartialnopartialpartialnopartialnopartialpartialpartial
Submix / class / mix authoringyesyespartialnopartialpartialnopartialnopartialpartialpartial
Audio PCM decodeyesnonononononononononono
Runtime widget interaction + delegatesyespartialpartialnopartialpartialnopartialnopartialpartialyes
All live widget instances, per clientyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
Runtime widget layout diagnosticsyespartialpartialnopartialpartialpartialpartialnopartialpartialpartial
Live widget delegate bindingsyespartialpartialnopartialpartialnopartialnopartialpartialpartial
UI focus/navigation audityesyespartialnopartialpartialnopartialnopartialpartialpartial
UI accessibility audityespartialnononononononononono
CommonUI wiring audityesyesnononononononononono
BindWidget contract reportyesnonononononononononono
Extract widget subtreeyesnopartialnononononononopartialno

Workflow Infrastructure

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
YAML flow engineyesnonononononononononono
Per-step rollback / git snapshotyesnopartialnonononopartialnonopartialpartial
Per-handler idempotencyyesnonononononoyesnononono
Sibling C++ plugin patternyesyesnonononononononoyesno
Embedded in-editor agent UInonoyesnonononononoyesyesno
Domain knowledge / skillsEmbedded + 6 skills18 skills140+ skills (paid)nononono6 workflow promptsBest practices (6 concepts)Domain docs + 10 contexts8 MCP docs + 15 scripts38 skills
Every action usable as a workflow stepyesnonononononononononono
Nested workflowsyesnonononononononononono
Step output referencesyesnonononononononononono
Runtime workflow parametersyesnonononononononononono
Per-step retry with backoff/filteryesnonononononononononono
Expected-failure stepsyesnonononononononononono
Workflow lifecycle hooksyesnonononononononononono
Conditional stepsyesnonononononononononono
Workflow dry-run / execution planyesnonononononononononopartial
Skip steps at call timeyesnonononononononononono
Shell command stepsyesnonononononononononono
Custom code tasks in workflowsyesnonononononononononono
Partial-write rollback of failing stepyesnonononononononononopartial
Config and guard hot reloadyesnononononononononopartialno
Live workflow event stream (SSE)yesnonononononononononono
HTTP API to run workflowsyesnonononononononononono
Session journal (auto-recorded runs)yesnonononononononononoyes
Skill verification vs live surfaceyesnonononononononononono
Skill install/list/get via toolsyesnopartialnononononononopartialpartial
Built-in reference workflowsyesnonononononononononono
One-command end-to-end demo sceneyesnonononononononononono

Extensibility (Plugin System)

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
plugin install CLIyesnonononononononononono
Inject actions into built-in categoriesyespartialnonononononononopartialpartial
Provide new top-level categoriesyesyesnonononononononoyesyes
Ship native C++ handlers (versioned ABI)yespartialnonononononononopartialpartial
Runtime introspection (list / describe)yesyesnonopartialnonoyesnonoyesyes
UE-side dependency check (.uplugin)yesnonononononononononono
Knowledge files merged into AI docsyesnonononononononononopartial
Reference plugin published to npmyesnonononononononononono
Public plugin registry / catalogyesnonononononononononono
Install a plugin by registry slugyesnonononononononononono
Plugin publish CLIyesnonononononononononono
Registry login (device-flow auth)yesnonononononononononono
Plugin scaffold generatoryesnonononononononononono
Pre-publish plugin validatoryesnonononononononononono
Plugins ship agent skills (namespaced)yesnonononononononononono
Plugin skill action-reference lintyesnonononononononononono
Plugins ship workflows (flows)yesnonononononononononono
Plugins ship call guardsyesnonononononononononono
Typed task SDK for plugin actionsyesyesnonononononononopartialno
Declarative native handlers (no glue code)yesnonononononononononopartial
Server-version gate for pluginsyesnonononononononononono
Plugin semver pin in project configyesnonononononononononono
Plugin uninstall with clean removalyesnonononononononononono
Plugin update commandyesnonononononononononono
Degraded plugin loading, warnings to agentyesnononononononononopartialno
Project-local custom tasks override built-insyesnonononononononononono
Plugin-aware bug routingyesnonononononononononono
Per-project plugin sets (multi-editor)yesnononononononononopartialno

First-party Plugins

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Source control (Perforce) integrationyes†partialpartialnopartialpartialnopartialnopartialpartialpartial
Checkout-on-write guardyesnonononononopartialnononono
Per-agent changelist / workspace isolationyesnonononononononononono
Text/image-to-3D asset generationyesnonononononononononono
Contextual Animation scene authoringyesnonononononononononono
Voxel Plugin world/sculpt controlyesnonononononononononono
Fab in-editor browser integrationpartialnonononononoyesnononoyes
†Every ue-mcp row in this table ships as a first-party plugin installed with ue-mcp plugin install: ue-mcp-perforce, ue-mcp-meshy, ue-mcp-contextual-anim, ue-mcp-plugin-voxel-plugin and ue-mcp-fab-editor (alpha).
Summary

The one-paragraph read on each.

ue-mcp

Broadest coverage in this matrix: 1,103 typed actions of its own across 26 categories, plus all 830 of Unreal 5.8's native MCP tools wrapped in-process as first-class actions. Only tool with a YAML flow engine, per-step git 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). Its dialog guard catches modal dialogs that park the game thread, even while idle, and applies a configurable auto, defer or ask policy. Covers the full editor surface including levels, gameplay systems (AI, GAS, StateTree, networking), landscape, PCG, foliage, audio, UI, and project C++. Spatial edits are frame- and viewpoint-aware, so "clockwise from above" becomes an exact quaternion edit with a dry-run preview and before/after verification. First-party plugins add Perforce checkout-on-write, text-to-3D generation, Contextual Animation and Voxel Plugin control, and pie-studio adds PIE Record/Replay with per-frame drift reports, multi-client recording, Take Recorder lockstep, offline diff, and frame capture.

Monolith

Install is manual: clone or extract a per-engine zip into Plugins, then hand-write the MCP client config. The zips ship precompiled DLLs for UE 5.7 and 5.8, so Blueprint-only projects skip the compile, and a native proxy survives editor restarts. Around 1,600 namespaced actions span Blueprints, materials, animation and Motion Matching, Niagara, GAS, AI (Behavior Trees, StateTree, EQS, Smart Objects, navigation), audio, CommonUI, level blockout and actor placement, plus an offline engine source index. No dedicated landscape, PCG, or Sequencer authoring (Python only), and no PIE record/replay.

Flop

The only commercial hosted option with an in-editor agent panel, now owned by Aura after a mid-2026 acquisition. The free tier's 46 tools cover scenes, materials, Niagara, animation, AI, GAS, and audio; paid tiers add the Blueprint authoring surface, Python, and 15k API lookup.

chongdashu

The original community reference, explicitly marked experimental and untouched since April 2025. Its 32 tools cover basic actor placement, Blueprint creation with components and simple node wiring, and bare UMG widgets. No material, console, or Python tools.

GenOrca

A Python FastMCP server fronting a C++ plugin that runs embedded Python actions. 253 actions sit behind 21 namespace-dispatcher tools with list_actions discovery, so context cost stays flat. Coverage now reaches well past chongdashu: Blueprint graph rebuild from JSON with auto-layout, materials, Behavior Trees, GAS, Sequencer, IK retargeting, Control Rig, DataTables, UMG, and viewport captures returned as images. Precompiled Windows binaries for UE 5.6 to 5.8. No dedicated Niagara, audio, landscape, or PCG tools; those fall back to its Python action.

runreal

The no-plugin option: 20 small tools over Python Remote Execution, with typed actor spawning, asset search, screenshots and camera moves, and raw Python for everything else. No commits since June 2025.

mcp-unreal

Go single binary paired with a source-only C++ plugin and UE's Remote Control API. Strongest offline: headless UBT builds, cooking, automation tests, INI and .uproject editing, and a bundled UE 5.7 docs index. Editor coverage spans actors, Blueprint graphs, levels, DataTables, Enhanced Input, PCG, and PIE, but many handlers are thin and most AnimBP state machine edits are stubs. UE 5.7 only, no published releases, dormant since February 2026.

ChiR24

Hides 387 actions across 23 internal tools behind one 'unreal' gateway tool (search, describe, execute, configure) to save context, served from the plugin's native HTTP MCP endpoint or a TypeScript stdio bridge. Broad engine coverage: Blueprints, materials, animation authoring, Niagara, Sequencer, landscape, PCG, AI (Behavior Trees, EQS, StateTree, Smart Objects), GAS, and networking. No engine source search, config diffing, or input record/replay.

unreal-analyzer

Static C++ analyzer for engine or project source via tree-sitter: class lookup, inheritance, symbol references, regex search. Cannot drive the editor or read assets. Unmaintained since 2025, with open issues reporting it fails to launch.

Soverance

Standalone HTTP REST plugin (43 tools, about 300 operations) with deep animation blueprint, montage, blend space, and IK retargeter coverage, plus a PIE record/replay system with Take Recorder and frame capture. Adds MetaSound graph authoring, DataTable row editing, level blueprint editing, and an in-editor Claude Code panel. 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 750+ tools behind a deliberately minimal surface (tool_search plus python_execute, with an optional restart-surviving proxy) to save agent context. Deep session-based authoring across Blueprints, materials, animation, Niagara, PCG, landscape, foliage, SoundCues, MetaSounds, State Tree, Behavior Trees and EQS, widgets with MVVM, and Data Tables, plus live PIE GAS tools, transaction-group rollback, Unreal Insights trace analysis, a built-in AI chat panel, and a nine-stage workflow. Windows only, UE 5.5 to 5.8. No record/replay, and no dedicated navigation, asset import, or actor and asset delete tools.

vibeue

A C++ plugin that expands Unreal 5.8's own native MCP endpoint (ToolsetRegistry + AgentSkill) rather than running a separate server. It registers 35 typed service toolsets (about 1,000 methods), 8 bridged tools and 38 skill packs, and deliberately leaves basic asset, actor, material, Niagara, PCG and Sequencer work to Epic's own toolsets on the same endpoint, which the matrix credits to it. Its depth sits where the engine is thin: terrain and world building (landscape sculpting, heightmaps, splines, auto-materials, foliage, procedural map blockout, real-world GPS terrain), animation assets, MetaSound and SoundCue graphs, UMG with MVVM bindings, Behavior Trees, Blackboards, EQS and StateTree, undo transactions, scripted PIE scenarios, and performance profiling (CPU vs GPU frame timing, Unreal Insights traces). No in-editor chat. Win/Mac/Linux, UE 5.8+, MIT. No one-call graph-from-JSON import, GAS authoring, dedicated networking tools, or PIE record/replay.

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