Getting Started
Getting Started documentation.
UE-MCP lets you tell an AI assistant what you want done in Unreal. It can place actors, write blueprints, author materials, configure Niagara, build lighting, generate PCG systems, blah, blah, blah.
Prerequisites
- Install Unreal Engine 5.4 to 5.7
- Install Node.js 18 or newer
- Install an MCP-capable AI client (e.g. Claude Code)
1. Installation
-
If your Unreal Editor is open, close it.
-
cdinto your project folder (the one with the.uproject). -
Run the wizard:
npx ue-mcp init
The wizard then:
- Auto-detects your
.uproject. - Asks which tool categories to enable (
level,blueprint,material,niagara, etc.). All enabled by default. - Copies the C++ bridge plugin into
[YourProject]/Plugins/UE_MCP_Bridge/. - Enables the plugins it needs in your
.uproject:UE_MCP_Bridge,PythonScriptPlugin, plus any ofNiagara,PCG,GameplayAbilities,EnhancedInputrequired by the categories you kept. - Writes
.ue-mcp.json(project config) and scaffolds an emptyue-mcp.yml(for custom flows) if missing. - Detects installed MCP clients (Claude Code, Claude Desktop, Cursor) and writes the config for each you confirm.
- Claude Code only: optionally installs a PostToolUse hook that prompts agents to file a GitHub issue when they fall back to
execute_python, and copies bundled workflow skills into.claude/.
2. Open the Editor
- Open your project.
- When the editor asks whether to compile
UE_MCP_Bridge, say yes. First-time compile takes ~30-60 seconds.
The bridge starts automatically once the editor finishes loading, listening on ws://localhost:9877.
Verify the bridge
-
Open Window → Output Log.
-
Filter on
LogMCPBridge. -
Confirm this line appears:
LogMCPBridge: [UE-MCP] Bridge listening on ws://localhost:9877
If it's not there, see Troubleshooting.
3. Verify the connection
-
Open your AI client.
-
Paste:
Run project(action="get_status"). -
Look for
"editorConnected": truein the response.
4. Try things
Good first prompts:
What's in my level right now?List all blueprints under /Game/Blueprints.Place a directional light at (0, 0, 500), a SkyLight at the origin, then build lighting at preview quality.Run the Neon Shrine demo so I can see what you can build.Read the Blueprint at /Game/Blueprints/BP_Player and explain what it does.Direct tool-call syntax also works:
level(action="get_outliner")
asset(action="list", directory="/Game/")
demo(action="step", stepIndex=1)
reflection(action="reflect_class", className="StaticMeshActor")See the Tool Reference for everything available.
Updating
Run from your project directory whenever a new UE-MCP version ships:
npx ue-mcp updateSwitching projects
To point ue-mcp at a different .uproject without restarting your AI client, ask:
Switch to the project at C:/path/to/Other.uproject.UE-MCP redeploys the bridge and reconnects. (Calls project(action="set_project") under the hood.)
Manual configuration
If you'd rather skip npx ue-mcp init, edit the MCP client config yourself.
Use forward slashes on Windows
C:/Users/..., not C:\Users\.... Backslashes need escaping inside JSON.
.mcp.json in your project root:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}claude_desktop_config.json:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}.cursor/mcp.json:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}The first run auto-deploys the C++ plugin. To deploy explicitly: npx ue-mcp update [path], then restart the editor.
Where to next
Tool Reference
Flows
Architecture
Configuration
.ue-mcp.json options and per-client config