db-lyon/ue-mcp

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Complete Unreal Engine development toolkit exposed as MCP tools.

274 ★55 forksC++Updated 27d ago

What you need to know

Unreal Engine Model Context Protocol Server that gives AI assistants deep read/write access to the Unreal Editor through 24 category tools covering 783+ actions — blueprints, materials, levels, animation, VFX, PCG, GAS, networking, sequencer and the build pipeline programmable via natural language, plus a YAML flow engine and npm plugin system.

Install

npx ue-mcp init   # detects your .uproject, deploys the C++ bridge plugin and configures the MCP client
Restart the editor once after setup to load the bridge plugin; update later with npx ue-mcp update
Manual: add command npx, args ["ue-mcp", "C:/path/to/MyGame.uproject"] to the MCP client config

Usage

  • Talk in plain English: 'Place a point light 300 units above the player start', 'Create an emissive material and apply it to every cube', 'Build the project in Development and report compile errors'
  • Run the built-in 19-step Neon Shrine demo: demo(action="step", stepIndex=1) through 19, demo(action="cleanup")
  • Capture reusable multi-step workflows as YAML flows in ue-mcp.yml and run them with flow(action="run", flowName=...)

Key features

  • 783+ actions across 24 categories; on UE 5.8+ wraps Epic's native AI Toolset Registry (830 official tools surfaced as epic_* actions)
  • Filesystem reads (INI config, C++ headers, asset listing) work even with the editor closed
  • YAML flow engine with step references, retries, rollback, custom tasks and shell steps, hot-reloaded
  • npm plugin system to inject new actions or provision whole new categories with C++ handlers
  • Ship security: write guards, source-control guards, flow rollback and idempotency by convention

Best for

Unreal Engine developers who want natural-language, deep editor control across blueprints, materials, VFX, PCG, GAS and the build pipeline.

Caveats

  • Requires Unreal Engine 5.4-5.8 (Windows), 5.6+ (Linux/macOS), Node 18+, and a C++ toolchain (bridge compiles on first editor launch)
  • epic category needs UE 5.8+; clone with git-lfs as test assets use LFS
  • Agent write access is a risk — the bridge ships guards but rubber-stamping them is on you
Platforms: Windows · macOS · LinuxClients: Claude Code · Claude Desktop · Cursor · Codex · MCP clients

Reviewed 2026-08-11

Topics

aiblueprintgame-developmentmcp-servermodel-context-protocolue5ue5-pluginunreal-engine
Stars
274★
Forks
55
Language
C++
License
MIT
Created
2026-02-24
Last push
2026-08-09