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?
| Category | Examples |
|---|---|
| Levels | Place/move/delete actors, spawn lights and volumes, manage splines |
| Blueprints | Read/write graphs, add nodes, connect pins, compile, CDO property access |
| Materials | Create materials and instances, author expression graphs, set parameters |
| Assets | CRUD, import meshes/textures/animations, datatables |
| Animation | Read/create anim blueprints, montages, blendspaces, skeletons |
| VFX | Create and configure Niagara systems and emitters |
| Landscape | Sculpt terrain, paint layers, import heightmaps |
| PCG | Author and execute Procedural Content Generation graphs |
| Foliage | Painting, types, instance queries |
| Audio | SoundCues, MetaSounds, ambient audio |
| UI | UMG widget trees, editor utility widgets and blueprints |
| Gameplay | Physics, collision, navigation, AI (behavior trees, EQS, perception), input |
| GAS | Gameplay Ability System - attributes, abilities, effects, cues |
| Networking | Replication, dormancy, relevancy, net priority |
| Editor | Console commands, Python escape hatch, PIE, viewport, sequencer, build pipeline, logs |
| Reflection | Class/struct/enum introspection, gameplay tags |
| Project | Status, INI config, C++ source/header parsing, build |
| Demo | Built-in 19-step Neon Shrine procedural scene |
| Feedback | Submit 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.
Navigation
Getting Started
Architecture
Tool Reference
Flows
Configuration
.ue-mcp.json and MCP client config