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
First-party baseline

Unreal 5.8 ships its own MCP server.

Epic's official plugin is Experimental in 5.8 and embedded in the editor: enable it and an HTTP+SSE MCP server binds to localhost, no C++ project required. It is deliberately minimal by design, spawning actors, configuring lighting, creating material instances, inspecting Slate widgets, and running automation tests, fronted by a tool-search registry with clean custom-tool extension.

It is not a column in the matrix because ue-mcp does not replace it. On 5.8 ue-mcp reaches that same registry in-process and re-surfaces all 830 of its official tools as first-class actions inside the matching category, so you get the first-party surface and everything below it.

Every wrapped tool →Epic's 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
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-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Install methodnpx ue-mcp initDrop plugin folderPlugin + hosted URLClone + uvPlugin + uvnpxgo install / releaseClone + npmClone + npmCopy plugin folderClone into PluginsFab / clone into Plugins
Requires C++ projectyesnoyesyesyesnoyesyesnono (compiles on open)yesno
Precompiled binariesnoyesyes (hosted)nonoN/Ayesnonononoyes (Fab)
UE versions5.4-5.85.7+5.5-5.75.55.4+5.4+5.75.xSource only5.7 only5.5+5.8+
PlatformWin/Mac/LinuxWindows onlyWin/Mac/LinuxWin/Mac/LinuxWin/MacWin/Mac/LinuxWin/Mac/LinuxWin/MacCross-platformWin/LinuxWindows onlyWindows only
Hosted optionnonoyes (paid tiers)nonononononononono
API key requirednonoyes (hosted tools)nonononononononono
LicenseMITMITMixed (hosted SaaS)MITMITMITMITMITMITMITMITMIT
Offline (no editor)yesnononononopartial (docs)noyesnonono
Native action count500+218~64 (46 free + 18 paid)~40~50~254922 (broad mode)~1037 tools / 200+ ops600+11 tools / 32 services

Blueprints

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Read blueprint structureyesyesyesyesyespartialyesyesnoyesyesyes
Full graph (nodes, pins, connections)yesyesyespartialyespartialyesyesnoyesyesyes
Variable CRUDyesyesyesyesyespartialyesyesnoyesyesyes
Function CRUDyesyesyespartialyespartialyesyesnoyesyesyes
Node CRUD + connectyesyesyesyesyespartialyesyesnoyesyesyes
Component CRUDyesyesyesyesyespartialyesyesnoyesyesyes
Batch connect (single compile)yesnoyesnonononononononoyes
Auto-layout graphyesnonononononononoyesnono
Bulk graph rewrite (T3D/JSON)yesnonononononononononopartial
Set CDO propertyyesnonononononononononono
Compile / batch compileyesyesyesyesyespartialyesyesnoyesyesyes

Materials

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Create material / instanceyesyesyespartialyespartialyesyesnopartialnoyes
Expression graph CRUDyesyesyesnoyespartialyesyesnononoyes
Connect expressionsyesyesyesnoyespartialyesyesnononoyes
Build graph from JSONyesyesnononononononononono
Instance parameter setyesyesyesyesyespartialyesyesnoyesnoyes
Custom HLSL nodeyesyesnononopartialnononononopartial
Recompile cascadeyesyesyesnoyespartialyesyesnononoyes
Render preview PNGyesyesyesnonononononononopartial

Animation

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Anim Blueprint CRUDyesyesyesnopartialpartialnopartialnoyesyesyes
State machine CRUDyesyesyesnonopartialnononoyespartialyes
Anim sequence read/writeyesyesyesnonopartialnononoyesyesyes
Bone track keysyesyespartialnonopartialnononoyesnoyes
Curves CRUDyesyespartialnonopartialnononoyesnoyes
Montage CRUDyesyesyesnonopartialnononoyesyesyes
Blendspace CRUDyesyesyesnonopartialnononoyesyespartial
IK rig / retargeteryesnoyesnonopartialnononoyesnoyes
Pose Searchyesyesnononopartialnononononono
Live PIE bone readsyesnoyesnonononononononono

Niagara VFX

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Create systemyesyesyesnopartialpartialnoyesnonopartialpartial
Emitter CRUDyesyesyesnopartialpartialnoyesnonopartialpartial
Module CRUDyesyesyesnonopartialnoyesnononopartial
User parametersyesyesyesnonopartialnoyesnononono
Renderer CRUDyesyesyesnonopartialnoyesnononono
HLSL module createyesyesnononopartialnononononoyes
Spawn VFX in levelyesnoyesnonopartialnoyesnononono

Editor / Build / C++ Source

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Live Coding compileyesyesyesnonopartialyesyesnoyesnono
Build errors / log searchyesyesyesnopartialpartialyesyesnoyesnopartial
Console commandyesnoyesyesyesyesyesyesnoyespartialyes
Execute Pythonyesnoyespartialyesyespartialyesnoyesyesyes
Editor start/stop/restartyesnonononononononoyesnono
PIE controlyesnoyesnopartialpartialpartialpartialnoyesyespartial
Screenshot captureyesnoyesnonopartialyesyesnoyesyesyes
Viewport camerayesnoyesnonopartialyesyesnopartialnopartial
Sequenceryesnoyesnonopartialnonononoyesno
Build / cook / HLODsyesnonononopartialyespartialnopartialpartialpartial
Read/write project C++yesnononononononopartialnonono
Create C++ classyesnonononononononononono
Engine source FTS searchyesyesnonononononoyesnonopartial
Engine call graphsyesyesnonononononoyesnonono
Bundled API docs corpusnonoyesnononoyesnoyesnonopartial
Generate project filesyesnononononoyesnonoyesnono
Headless UBT buildyesnononononoyesnonoyesnopartial
Auto-updaternoyesyesnonopartialnononononono
GIF captureyesyesnononononononononono
Automation test runneryesyesnononopartialyesyesnoyespartialno
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-analyzerSoveranceClaireonvibeue
Read INIyesyesnononopartialnononononopartial
Write INIyesnonononopartialnononononopartial
Resolve effective valueyesyesnononononononononono
Diff vs engine defaultsyesyesnononononononononono

Project / Asset Management

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
FTS5 asset searchyesyesyesnoyesyesyesyesnoyesyesyes
Find referencesyesyesyesnoyesyesyesyesyesyesyespartial
Asset CRUD (move/rename/delete)yesnoyesnopartialyesyesyesnoyespartialyes
Import mesh / texture / animyesnoyesnonopartialyesyesnoyesnopartial
DataTable row CRUDyesnonononopartialnononopartialyesyes
World Partition renameyesnonononononononononono

Levels & Actors

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Place / delete / move actorsyesnoyesyesyesyesyesyesnoyesyesyes
Actor details / boundsyesnoyesyesyesyesyesyesnoyesyesyes
Set UPROPERTY (dotted path)yesnoyespartialpartialpartialyesyesnoyespartialyes
Bulk batch spawn / translateyesnoyesnonopartialnoyesnoyesnopartial
Line trace / snap to flooryesnoyesnonopartialnononononono
Level CRUDyesnoyesnonopartialnoyesnoyesnopartial
World settings / sublevelsyesnoyesnonopartialnononononono
Build lightingyesnonononopartialnononononono

Gameplay Systems

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Collision / physicsyesnoyespartialpartialpartialnoyesnopartialnopartial
Navigation (rebuild/query)yesnonononopartialnononononono
Behavior Tree full read/authyesnoyesyesyespartialnoyesnonoyesno
Blackboard CRUDyesnoyesyesyespartialnoyesnonoyesno
EQSyesnonononopartialnonononoyesno
StateTreeyesnonononopartialnonononoyesyes
Smart Objectsyesnonononopartialnononononono
GAS (abilities / effects)yesnonononopartialnonononopartialno
Networking / replicationyesnonononopartialnoyesnononono
Multi-client PIEyesnonononononononononono
GameMode / PlayerController authyesnoyesnonopartialnoyesnopartialnopartial

PIE Record / Replay

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Input recording (per-frame, 60 Hz)yesnonononononononoyesnono
Replay through Enhanced Inputyesnonononononononoyesnono
Per-frame drift report (JSON)yesnonononononononopartialnono
Tracked reflection pathsyesnonononononononononono
Tracked actor samplingyesnonononononononononono
Multi-client record / replayyesnonononononononononono
Take Recorder lockstepyesnonononononononononono
Monitor mode (manual vs ref)yesnonononononononononono
Offline diff (no PIE)yesnonononononononononono
Per-frame PNG captureyesnonononononononononono
Actor snapshot (full UProperty)yesnonononononononononono
CPU throttle suppressionyesnonononononononononono
Determinism contract documentedyesnonononononononononono

Landscape / PCG / Foliage

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
Landscape CRUDyesnoyesnonopartialnonononopartialyes
Heightmap import/exportyesnoyesnonopartialnononononoyes
PCG graph CRUDyesnoyesnonopartialnonononopartialpartial
Foliage scatteryesnoyesnonopartialnononononoyes

Audio / UI

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
SoundCue graph authoringyesnoyesnonopartialnononononoyes
MetaSound graph authoringyesnonononopartialnonononopartialyes
Play sound / ambientyesnoyesnonopartialnonononoyespartial
Widget Blueprint CRUDyesnoyesyesyespartialnoyesnoyesyesyes
UMG animation CRUDyesnoyesnonopartialnononopartialyesyes
MVVM bindingspartialnonononopartialnononononoyes
Spawn / inspect widget in PIEyesnoyesnonopartialpartialnonopartialpartialyes

Workflow Infrastructure

Featureue-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
YAML flow engineyesnonononononononononono
Per-step rollback / git snapshotyesnonononononononononopartial
Per-handler idempotencyyesnonononononononononono
Sibling C++ plugin patternnoyesnononononononononono
Embedded in-editor agent UInonoyesnononononononoyesyes
Domain knowledge / skillsEmbedded9 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-mcpMonolithFlopchongdashuGenOrcarunrealmcp-unrealChiR24unreal-analyzerSoveranceClaireonvibeue
plugin install CLIyesnonononononononononono
Inject actions into built-in categoriesyesnonononononononononopartial
Provide new top-level categoriesyesnononononononononoyesyes
Ship native C++ handlers (versioned ABI)yesnononononononononopartialpartial
Runtime introspection (list / describe)yesnononononononononoyesyes
UE-side dependency check (.uplugin)yesnonononononononononono
Knowledge files merged into AI docsyesnonononononononononopartial
Reference plugin published to npmyesnonononononononononono
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.

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