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
ToolRepo / URLLanguageArchitecture
ue-mcpue-mcp.comTS/Node + C++ bridgeWebSocket JSON-RPC to C++ plugin
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

Architecture & Install

Propertyue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Install methodnpx ue-mcp initDrop plugin folderPlugin + hosted URLClone + uvPlugin + uvnpxgo install / releaseClone + npmClone + npmCopy plugin folder
Requires C++ projectno (compiles on open)
Precompiled binariesyes (hosted)N/A
UE versions5.4-5.75.7+5.5-5.75.55.4+5.4+5.75.xSource only5.7 only
PlatformWin/Mac/LinuxWindows onlyWin/Mac/LinuxWin/Mac/LinuxWin/MacWin/Mac/LinuxWin/Mac/LinuxWin/MacCross-platformWin/Linux
Hosted optionyes (paid tiers)
API key requiredyes (hosted tools)
LicenseMITMITMixed (hosted SaaS)MITMITMITMITMITMITMIT
Offline (no editor)partial (docs)
Native action count500+218~64 (46 free + 18 paid)~40~50~254922 (broad mode)~1037 tools / 200+ ops

Blueprints

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Read blueprint structure
Full graph (nodes, pins, connections)
Variable CRUD
Function CRUD
Node CRUD + connect
Component CRUD
Batch connect (single compile)
Auto-layout graph
Bulk graph rewrite (T3D/JSON)
Set CDO property
Compile / batch compile

Materials

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Create material / instance
Expression graph CRUD
Connect expressions
Build graph from JSON
Instance parameter set
Custom HLSL node
Recompile cascade
Render preview PNG

Animation

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Anim Blueprint CRUD
State machine CRUD
Anim sequence read/write
Bone track keys
Curves CRUD
Montage CRUD
Blendspace CRUD
IK rig / retargeter
Pose Search
Live PIE bone reads

Niagara VFX

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Create system
Emitter CRUD
Module CRUD
User parameters
Renderer CRUD
HLSL module create
Spawn VFX in level

Editor / Build / C++ Source

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Live Coding compile
Build errors / log search
Console command
Execute Python
Editor start/stop/restart
PIE control
Screenshot capture
Viewport camera
Sequencer
Build / cook / HLODs
Read/write project C++
Create C++ class
Engine source FTS search
Engine call graphs
Bundled API docs corpus
Generate project files
Headless UBT build
Auto-updater
GIF capture
Automation test runner
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-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Read INI
Write INI
Resolve effective value
Diff vs engine defaults

Project / Asset Management

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
FTS5 asset search
Find references
Asset CRUD (move/rename/delete)
Import mesh / texture / anim
DataTable row CRUD
World Partition rename

Levels & Actors

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Place / delete / move actors
Actor details / bounds
Set UPROPERTY (dotted path)
Bulk batch spawn / translate
Line trace / snap to floor
Level CRUD
World settings / sublevels
Build lighting

Gameplay Systems

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Collision / physics
Navigation (rebuild/query)
Behavior Tree full read/auth
Blackboard CRUD
EQS
StateTree
Smart Objects
GAS (abilities / effects)
Networking / replication
Multi-client PIE
GameMode / PlayerController auth

PIE Record / Replay

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Input recording (per-frame, 60 Hz)
Replay through Enhanced Input
Per-frame drift report (JSON)
Tracked reflection paths
Tracked actor sampling
Multi-client record / replay
Take Recorder lockstep
Monitor mode (manual vs ref)
Offline diff (no PIE)
Per-frame PNG capture
Actor snapshot (full UProperty)
CPU throttle suppression
Determinism contract documented

Landscape / PCG / Foliage

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
Landscape CRUD
Heightmap import/export
PCG graph CRUD
Foliage scatter

Audio / UI

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
SoundCue graph authoring
MetaSound graph authoring
Play sound / ambient
Widget Blueprint CRUD
UMG animation CRUD
MVVM bindings
Spawn / inspect widget in PIE

Workflow Infrastructure

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
YAML flow engine
Per-step rollback / git snapshot
Per-handler idempotency
Sibling C++ plugin pattern
Embedded in-editor agent UI
Domain knowledge / skillsEmbedded9 skillsHostedGenre patternsDomain system

Extensibility (Plugin System)

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoverance
plugin install CLI
Inject actions into built-in categories
Provide new top-level categories
Ship native C++ handlers (versioned ABI)
Runtime introspection (list / describe)
UE-side dependency check (.uplugin)
Knowledge files merged into AI docs
Reference plugin published to npm
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.

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.

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