UE-MCP

UE-MCP

UE-MCP documentation.

Unreal Engine Model Context Protocol Server. It lets AI assistants drive the Unreal Editor through 30 category tools covering 2114+ actions.

An MCP client (Claude Code, Claude Desktop, Cursor and others) launches ue-mcp for your project. By default that process relays to the project's daemon, a background Node.js process that holds the WebSocket connection to the C++ bridge plugin inside the editor. The daemon outlives editor restarts, serves every MCP client of the project, and serves UE-MCP Studio, the in-editor agent.

Some actions read project files directly (config INI files, C++ source, the Content folder, the engine symbol index), and building, starting and stopping the editor need no running editor. Everything else goes through the bridge. See Architecture.

New here?

Start with Getting Started. It assumes no Node.js, MCP or command line experience and ends with your AI placing actors in your level.

What can it do?

CategoryExamples
projectStatus and editor connection, INI config, C++ source and engine symbol lookup, build
assetSearch, CRUD, import, DataTables, textures, meshes
blueprintRead and write graphs, nodes, pins, variables, components, compile
levelPlace, move and delete actors, components, lights, volumes, splines
materialMaterials, instances, expression graphs, parameters
animationAnim blueprints, montages, blendspaces, skeletons, retargeting, Control Rig
landscapeSculpt, paint weight layers, materials, splines, proxies
pcgAuthor and execute PCG graphs
foliageFoliage types, instances, procedural spawners, settings
niagaraNiagara systems, emitters, parameters, graph authoring
audioSoundCues, MetaSounds, ambient sounds
widgetUMG widget trees, editor utility widgets
editorConsole commands, Python, Play-In-Editor, viewport, logs, editor start and stop
pieRecord, replay and observe PIE sessions, inject input, run test scripts
reflectionClass, struct and enum reflection, gameplay tags, SaveGame inspection
gameplayPhysics, collision, navigation, AI, input, game framework
gasGameplay Ability System attributes, abilities, effects, cues
networkingReplication, dormancy, relevancy, net priority
statetreeStates, tasks, conditions, transitions, bindings, parameters
chooserChooserTable columns and rows
dataflowDataflow graph nodes, pins, variables, templates (UE 5.8+)
conversationDialogue graph nodes, speakers, entry points (UE 5.8+)
epicThe UE 5.8 AI Toolset Registry: discovery and direct calls
fabFab login, owned-library sync and import
datasmithInspect, import and reimport Datasmith scenes
metahumanCreate, dress and assemble MetaHuman characters
source_controlStatus, checkout, add, revert, sync, diff and submit through the editor's provider
pluginsList and describe the installed ue-mcp plugins
demoThe 19-step Neon Shrine procedural scene
feedbackFile a report when an action falls short

A flow engine chains actions into YAML workflows with rollback, retries and step references. See Flows.

A plugin system lets npm packages add actions to the existing categories, so the agent finds them in the tools it already uses. See Plugins and Configuration: Plugins.

UE-MCP is an independent, community-built project. It is not affiliated with, sponsored by, or endorsed by Epic Games, Inc. Unreal® and Unreal Engine® are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere, used here to describe compatibility.