UE-MCP

UE-MCP

UE-MCP documentation.

Unreal Engine Model Context Protocol Server - lets AI assistants drive the Unreal Editor through 19 category tools covering 438+ actions.

UE-MCP is a bridge between an AI client (Claude Code, Claude Desktop, Cursor, etc.) and the Unreal Editor. It runs a TypeScript MCP server on your machine, which talks over WebSocket to a C++ plugin running inside the editor. The result: your AI can place actors, write blueprints, author materials, sculpt landscape, set up Niagara VFX, configure replication, run PIE, build the project — anything the editor can do.

Filesystem-based reads (config INI parsing, C++ header reflection, asset directory scanning) work even when the editor isn't running, so the AI can explore project structure and source code without a live editor.

New Here?

Start with Getting Started. It assumes zero knowledge — no Node.js, no MCP, no command line — and walks you all the way to your AI placing actors in your level.

What Can It Do?

CategoryExamples
LevelsPlace/move/delete actors, spawn lights and volumes, manage splines
BlueprintsRead/write graphs, add nodes, connect pins, compile, CDO property access
MaterialsCreate materials and instances, author expression graphs, set parameters
AssetsCRUD, import meshes/textures/animations, datatables
AnimationRead/create anim blueprints, montages, blendspaces, skeletons
VFXCreate and configure Niagara systems and emitters
LandscapeSculpt terrain, paint layers, import heightmaps
PCGAuthor and execute Procedural Content Generation graphs
FoliagePainting, types, instance queries
AudioSoundCues, MetaSounds, ambient audio
UIUMG widget trees, editor utility widgets and blueprints
GameplayPhysics, collision, navigation, AI (behavior trees, EQS, perception), input
GASGameplay Ability System - attributes, abilities, effects, cues
NetworkingReplication, dormancy, relevancy, net priority
EditorConsole commands, Python escape hatch, PIE, viewport, sequencer, build pipeline, logs
ReflectionClass/struct/enum introspection, gameplay tags
ProjectStatus, INI config, C++ source/header parsing, build
DemoBuilt-in 19-step Neon Shrine procedural scene
FeedbackSubmit tool-gap reports as GitHub issues

Plus a flow engine that lets you chain any of these into multi-step YAML workflows with rollback, retries, and step references — see Flows.