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?
| Category | Examples |
|---|---|
project | Status and editor connection, INI config, C++ source and engine symbol lookup, build |
asset | Search, CRUD, import, DataTables, textures, meshes |
blueprint | Read and write graphs, nodes, pins, variables, components, compile |
level | Place, move and delete actors, components, lights, volumes, splines |
material | Materials, instances, expression graphs, parameters |
animation | Anim blueprints, montages, blendspaces, skeletons, retargeting, Control Rig |
landscape | Sculpt, paint weight layers, materials, splines, proxies |
pcg | Author and execute PCG graphs |
foliage | Foliage types, instances, procedural spawners, settings |
niagara | Niagara systems, emitters, parameters, graph authoring |
audio | SoundCues, MetaSounds, ambient sounds |
widget | UMG widget trees, editor utility widgets |
editor | Console commands, Python, Play-In-Editor, viewport, logs, editor start and stop |
pie | Record, replay and observe PIE sessions, inject input, run test scripts |
reflection | Class, struct and enum reflection, gameplay tags, SaveGame inspection |
gameplay | Physics, collision, navigation, AI, input, game framework |
gas | Gameplay Ability System attributes, abilities, effects, cues |
networking | Replication, dormancy, relevancy, net priority |
statetree | States, tasks, conditions, transitions, bindings, parameters |
chooser | ChooserTable columns and rows |
dataflow | Dataflow graph nodes, pins, variables, templates (UE 5.8+) |
conversation | Dialogue graph nodes, speakers, entry points (UE 5.8+) |
epic | The UE 5.8 AI Toolset Registry: discovery and direct calls |
fab | Fab login, owned-library sync and import |
datasmith | Inspect, import and reimport Datasmith scenes |
metahuman | Create, dress and assemble MetaHuman characters |
source_control | Status, checkout, add, revert, sync, diff and submit through the editor's provider |
plugins | List and describe the installed ue-mcp plugins |
demo | The 19-step Neon Shrine procedural scene |
feedback | File 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.
Navigation
- Getting Started: zero-to-running walkthrough
- Studio: the in-editor agent, from install to uninstall
- Architecture: the daemon, the server, the bridge plugin and how they connect
- Tool Reference: all 30 tools with every action and its parameters
- Control Rig Animation: rig discovery, solving, keys, baking and verification
- Spatial Instructions: how spatial edits are resolved and verified
- Collection and Input Editing: nested collection fields and input mappings
- Native Tools: the Epic toolsets surfaced as
epic_*actions - Native Asset Pipeline: import, inspection and round-trip export of textures and meshes
- Handler Conventions: idempotency and rollback rules for C++ handlers
- Release Notes Style: how release notes are written
- Widgets: UMG authoring, parameters and runtime inspection
- PIE testing: recording, replay and test scripts
- Flows: YAML workflows, custom tasks, hooks, rollback
- Checkpoints: keep or revert changes per checkpoint
- Plugins: npm packages that add actions to existing categories
- Configuration: MCP client setup, the daemon and settings
- ue-mcp.yml Reference: every key in the project config file
- Neon Shrine Demo: the 19-step procedural scene
- Feedback: how agent feedback is filed
- Troubleshooting: connection, build and asset path issues
- Development: building from source, testing, contributing