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Unreal Engine Mcp

chir24/unreal_mcp

Bridges Claude to Unreal Engine 5 through a native C++ plugin that exposes 17 automation tools over a local GraphQL endpoint. You get asset operations (import, duplicate, rename), actor spawning and transforms, PIE session control, Sequencer timeline manipulation, and Niagara particle authoring. The plugin runs inside UE's editor process on port 8091 by default, handling Blueprint graphs, animation state machines, level streaming, and console command execution with safety blocks. Ships as an npm package that talks to the C++ bridge you drop into your project's Plugins folder. Aimed at developers automating repetitive editor tasks or prototyping game logic conversationally instead of clicking through menus. Supports UE 5.0 through 5.7 with graceful degradation when the editor isn't running.

install copies · 90 days. Times the install command was copied on this site in the last 90 days, bots filtered.
8
GitHub stars
1K
tools
23
auth
Secret needed
transport
STDIO
env vars
4
last updated
Nov 8, 2026

Install

From registry metadata
$ npx add-mcp unreal-engine-mcp-server --name unreal-engine-mcp --env 'UE_PROJECT_PATH=${UE_PROJECT_PATH}' --env 'MCP_AUTOMATION_CAPABILITY_TOKEN=${MCP_AUTOMATION_CAPABILITY_TOKEN}'

Run in your terminal. add-mcp asks which agents to add it to, then asks for each value it needs. Add -g to install it for every project.

Review the command, arguments and environment values before installing. MCP servers run with your local permissions.

Other ways

Claude Code

$ claude mcp add unreal-engine-mcp --env UE_PROJECT_PATH=YOUR_UE_PROJECT_PATH --env MCP_AUTOMATION_CAPABILITY_TOKEN=YOUR_MCP_AUTOMATION_CAPABILITY_TOKEN --env UNREAL_MCP_URL=http://127.0.0.1:3000/mcp --env LOG_LEVEL=info -- npx -y unreal-engine-mcp-server

Run in your terminal. Replace YOUR_* placeholders with real values; add --scope user to install for every project.

Tools

Verified live · 23 tools

Verified live against the running server on Jun 10, 2026.

manage_toolsDynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: tools, category, params.4 params

Dynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: tools, category, params.

Parameters* required
action*string
list_tools: show canonical tools with status. list_categories: show category counts. enable/disable_tools: toggle specific tools. enable/disable_category: toggle category. get_status: current state...one of list_tools · list_categories · enable_tools · disable_tools · enable_category · disable_category
categorystring
Category name to enable/disable (core, world, gameplay, utility, all)
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
toolsarray
Tool names to enable/disable
manage_assetCreate/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, pa...123 params

Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, pa...

Parameters* required
action*string
Action to performone of list · import · duplicate · duplicate_asset · rename · rename_asset
additionalOutputsarray
amountnumber
assetPathstring
Asset path (e.g., /Game/Path/Asset).
assetPathsarray
baseTexturestring
Texture asset path.
blendModestring
blendTexturestring
Texture asset path.
blendTypestring
blueTexturestring
Texture asset path.
channelstring
checkoutFilesboolean
classNamesarray
codestring
compressionSettingsstring
constAnumber
constBnumber
coordinateIndexnumber
curvePointsarray
defaultValuevalue
Generic value (any type).

+103 more parameters. See the server's own documentation for the full schema.

manage_blueprintCreate Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprin...147 params

Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprin...

Parameters* required
action*string
Blueprint actionone of create · create_blueprint · get_blueprint · get · compile · add_component
actionPathstring
Asset path (e.g., /Game/Path/Asset).
alignmentobject
Widget alignment (0-1).
alwaysShowScrollbarboolean
Always show scrollbar.
anchorMaxobject
Maximum anchor point (0-1).
anchorMinobject
Minimum anchor point (0-1).
anglenumber
Angle in degrees.
animationNamestring
Animation name.
applyAndSaveboolean
attachTostring
autoWrapboolean
Enable text auto-wrap.
bindingSourcestring
Variable or function name to bind to.
blueprintPathstring
Blueprint asset path.
blueprintTypestring
Path or name of the parent class.
brushColorobject
Border brush color.
brushSizeobject
Brush/image size.
categorystring
clippingstring
Widget clipping mode.one of Inherit · ClipToBounds · ClipToBoundsWithoutIntersecting · ClipToBoundsAlways · OnDemand
colorAndOpacityobject
Color and opacity (0-1 values).
columnCountnumber
Number of columns.

+127 more parameters. See the server's own documentation for the full schema.

control_actorSpawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: actorName, childActor, parentActor, classPath, meshPath, materialPath,...36 params

Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: actorName, childActor, parentActor, classPath, meshPath, materialPath,...

Parameters* required
action*string
Actionone of spawn · spawn_actor · spawn_blueprint · delete · destroy_actor · delete_by_tag
actorClassstring
actorNamestring
Name of the actor.
actorNamesarray
allComponentsboolean
argumentsvalue
Generic value (any type).
blueprintPathstring
Blueprint asset path.
childActorstring
Name of the child actor (for attach/detach operations).
classNamestring
classPathstring
Asset path (e.g., /Game/Path/Asset).
collisionEnabledboolean
componentNamestring
Name of the component.
componentTypestring
filterstring
forceobject
3D vector.
functionNamestring
Name of the function.
limitnumber
locationobject
3D location (x, y, z).
materialIndexinteger
materialPathstring
Material asset path.

+16 more parameters. See the server's own documentation for the full schema.

control_editorStart/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width,...39 params

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width,...

Parameters* required
action*string
Editor actionone of play · stop · stop_pie · pause · resume · eject
actorNamestring
Name of the actor.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
blendTimenumber
bookmarkNamestring
buttonstring
categorystring
commandstring
deltaTimenumber
enabledboolean
Whether the item/feature is enabled.
filenamestring
fovnumber
heightnumber
idstring
includeMetadataboolean
inputActionstring
inputTypestring
keystring
levelPathstring
Level asset path.
locationobject
3D location (x, y, z).

+19 more parameters. See the server's own documentation for the full schema.

manage_levelLoad/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelPaths, levelName, path, savePath, destinationPath, overwrite, targetPath, expo...35 params

Load/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelPaths, levelName, path, savePath, destinationPath, overwrite, targetPath, expo...

Parameters* required
action*string
Actionone of load · load_level · save · save_level · save_as · save_level_as
assetPathstring
Asset path (e.g., /Game/Path/Asset).
colorarray
RGBA color as an array [r, g, b, a].
destinationPathstring
Destination path for move/copy.
exportPathstring
Export file path.
intensitynumber
levelNamestring
levelPathstring
Level asset path.
levelPathsarray
lightTypestring
Light type. Accepts short names (Point), class names (PointLight), or lowercase (point).one of Directional · Point · Spot · Rect · DirectionalLight · PointLight
locationobject
3D location (x, y, z).
metadataobject
namestring
Name identifier.
newNamestring
overwriteboolean
Overwrite if the asset/file already exists.
packagePathstring
Path to a directory.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentLevelstring
Parent level path.
parentPathstring
Path to a directory.
pathstring
Directory path for asset creation.

+15 more parameters. See the server's own documentation for the full schema.

build_environmentBuild environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightDa...118 params

Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightDa...

Parameters* required
action*string
Actionone of create_landscape · sculpt · sculpt_landscape · add_foliage · paint_foliage · create_procedural_terrain
actorNamestring
Name of the actor.
actorPathstring
alignToNormalboolean
alignToSplineboolean
amplitudenumber
arriveTangentobject
3D location (x, y, z).
assetPathsarray
assetsarray
azimuthnumber
bClosedLoopboolean
blueprintPathstring
Blueprint asset path.
boundsobject
collisionEnabledboolean
compensationValuenumber
componentCountobject
2D vector.
componentNamestring
Name of the component.
countnumber
cubemapPathstring
Asset path (e.g., /Game/Path/Asset).
cullDistancenumber

+98 more parameters. See the server's own documentation for the full schema.

animation_physicsAuthor animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action...112 params

Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action...

Parameters* required
action*string
Actionone of create_animation_blueprint · create_animation_bp · create_anim_blueprint · create_blend_space · create_blend_space_1d · create_blend_space_2d
actorNamestring
Name of the actor.
additiveAnimTypestring
angularDampingnumber
animationPathstring
Asset path (e.g., /Game/Path/Asset).
artifactsarray
assetPathstring
Asset path (e.g., /Game/Path/Asset).
assetsarray
assignToMeshboolean
attachBoneNamestring
Name of the bone.
axisstring
axisNamestring
basePoseFramenumber
basePoseTypestring
blendTimenumber
blendTypestring
blueprintPathstring
Blueprint asset path.
bodyAstring
bodyBstring
bodyTypestring

+92 more parameters. See the server's own documentation for the full schema.

system_controlControl the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: profile...59 params

Control the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: profile...

Parameters* required
action*string
Actionone of profile · show_fps · set_quality · screenshot · set_resolution · set_fullscreen
actorsarray
argumentsstring
assetPathstring
Asset path (e.g., /Game/Path/Asset).
boostPlayerLocationboolean
categorystring
categoryNamestring
cellSizenumber
channelsstring
childClassstring
codestring
Python code to execute inline
commandstring
configurationstring
detailedboolean
durationnumber
enableBatchingboolean
enableInstancingboolean
enabledboolean
Whether the item/feature is enabled.
filestring
Path to .py file to execute
filenamestring

+39 more parameters. See the server's own documentation for the full schema.

manage_sequenceEdit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, actorName, actorNames, frame, value, property, destin...31 params

Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, actorName, actorNames, frame, value, property, destin...

Parameters* required
action*string
Actionone of create · open · add_camera · add_actor · add_actors · remove_actors
actorNamestring
Name of the actor.
actorNamesarray
classNamestring
destinationPathstring
Destination path for move/copy.
endnumber
endFramenumber
framenumber
frameRatestring
lengthInFramesnumber
lockedboolean
loopModestring
metadataobject
mutedboolean
namestring
Name identifier.
newNamestring
New name for renaming.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstring
Asset path (e.g., /Game/Path/Asset).
playbackEndnumber
playbackStartnumber

+11 more parameters. See the server's own documentation for the full schema.

inspectInspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blueprintPath, optional detailed/componentName/propertyNames), inspect_class (cla...18 params

Inspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blueprintPath, optional detailed/componentName/propertyNames), inspect_class (cla...

Parameters* required
action*string
Actionone of inspect_object · get_actor_details · get_blueprint_details · get_mesh_details · get_texture_details · get_material_details
actorNamestring
Name of the actor.
blueprintPathstring
Blueprint asset path.
classNamestring
classPathstring
Asset path (e.g., /Game/Path/Asset).
componentNamestring
Name of the component.
componentNamesarray
detailedboolean
filterstring
namestring
Name identifier.
objectPathstring
Asset path (e.g., /Game/Path/Asset).
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
propertyNamestring
Name of the property.
propertyNamesarray
propertyPathstring
snapshotNamestring
tagstring
Name of the tag.
valuevalue
Generic value (any type).
manage_audioPlay/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, soundPath, location, rotation, volume,...69 params

Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, soundPath, location, rotation, volume,...

Parameters* required
action*string
Actionone of create_sound_cue · play_sound_at_location · play_sound_2d · create_audio_component · create_sound_mix · push_sound_mix
actorNamestring
Name of the actor.
analysisTypestring
assetPathstring
Asset path (e.g., /Game/Path/Asset).
attachPointNamestring
Name of the socket.
attenuationPathstring
Asset path (e.g., /Game/Path/Asset).
attenuationShapestring
componentNamestring
Name of the component.
concurrencyPathstring
Asset path (e.g., /Game/Path/Asset).
defaultValuevalue
Generic value (any type).
dopplerIntensitynumber
effectTypestring
enableboolean
enableReverbSendboolean
enabledboolean
Whether the item/feature is enabled.
fadeInTimenumber
fadeOutTimenumber
fadeTimenumber
fadeTypestring
falloffDistancenumber

+49 more parameters. See the server's own documentation for the full schema.

manage_geometryCreate procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: outputPath, assetPath, name, path, actorName, width, height...74 params

Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: outputPath, assetPath, name, path, actorName, width, height...

Parameters* required
action*string
Geometry action to performone of create_box · create_sphere · create_cylinder · create_cone · create_capsule · create_torus
actorNamestring
Name of the actor.
amountnumber
Generic amount for operations (bevel size, inset distance, etc.).
anglenumber
Angle in degrees.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
axisstring
Axis for deformation operations.one of X · Y · Z
capboolean
centerobject
3D location (x, y, z).
collisionTypestring
Collision complexity type.one of Default · Simple · Complex · UseComplexAsSimple · UseSimpleAsComplex
computeWeightedNormalsboolean
Use area-weighted normals.
countnumber
depthnumber
Depth value.
depthSegmentsnumber
Segments along depth.
dimensionsobject
3D dimensions (width, height, depth).
distancenumber
Distance value.
hardEdgeAnglenumber
Angle threshold for hard edges (degrees).
heightnumber
Height value.
heightScalenumber
Texture displacement height scale.
heightSegmentsnumber
Segments along height.
hullCountnumber
Number of convex hulls for decomposition.

+54 more parameters. See the server's own documentation for the full schema.

manage_pcgCreate, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPat...39 params

Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPat...

Parameters* required
action*string
PCG graph action to performone of create_pcg_graph · create_pcg_subgraph · add_pcg_node · connect_pcg_pins · set_pcg_node_settings · add_landscape_data_node
actorClassstring
actorNamestring
Name of the actor.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
classPathstring
componentNamestring
Name of the component.
componentPathstring
Component path/name for PCG execution.
createComponentboolean
forceboolean
graphPathstring
PCG graph asset path (e.g., /Game/PCG/PCG_MyGraph).
gridSizenumber
inputNamestring
Name of the pin.
meshPathstring
Mesh asset path.
namestring
Name identifier.
nodeIdstring
ID of the node.
nodeNamestring
Name of the node.
nodeTypestring
PCG node type alias or UPCGSettings class path/name.
outputNamestring
Name of the pin.
overwriteboolean
Overwrite if the asset/file already exists.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.

+19 more parameters. See the server's own documentation for the full schema.

manage_effectNiagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, savePath, assetPath,...77 params

Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, savePath, assetPath,...

Parameters* required
accelerationobject
3D location (x, y, z).
action*string
Effect/Niagara action to perform.one of particle · niagara · debug_shape · spawn_niagara · create_dynamic_light · create_niagara_system
actorNamestring
Name of the actor.
alignmentstring
assetPathstring
Asset path (e.g., /Game/Path/Asset).
attachToActorstring
Name of the actor.
autoConnectboolean
burstCountnumber
burstTimenumber
cameraOffsetnumber
collisionModestring
colorvalue
RGBA color as an array [r,g,b,a] or object {r,g,b,a} depending on action.
colorModestring
deltaTimenumber
densitynumber
deterministicEnabledboolean
dieOnCollisionboolean
durationnumber
emitterstring
emitterNamestring

+57 more parameters. See the server's own documentation for the full schema.

manage_gasCreate Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, blueprintPath, replicationMode, attributeSetPath,...59 params

Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, blueprintPath, replicationMode, attributeSetPath,...

Parameters* required
abilityPathstring
Path to ability asset.
abilityTagsarray
Gameplay tags for this ability.
action*string
GAS action to perform.one of add_ability_system_component · configure_asc · create_attribute_set · add_attribute · set_attribute_base_value · set_attribute_clamping
activationBlockedTagsarray
Tags that block activation of this ability.
activationPolicystring
When the ability activates.one of OnInputPressed · WhileInputActive · OnSpawn · OnGiven
activationRequiredTagsarray
Tags required to activate this ability.
aoeRadiusnumber
Area of effect radius.
applicationRequiredTagsarray
Tags required to apply this effect.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
attributeNamestring
Name of the attribute.
attributeSetPathstring
Path to Attribute Set asset.
attributeTypestring
Predefined attribute type or Custom.one of Health · MaxHealth · Mana · MaxMana · Stamina · MaxStamina
baseValuenumber
Base value for attribute.
blockAbilitiesWithTagarray
Tags of abilities blocked while this is active.
blueprintPathstring
Blueprint asset path.
calculationClassstring
UGameplayEffectExecutionCalculation class path.
cameraShakePathstring
Path to camera shake asset.
cancelAbilitiesWithTagarray
Tags of abilities to cancel when this activates.
clampModestring
Attribute clamping mode.one of None · Min · Max · MinMax
componentNamestring
Name of the component.

+39 more parameters. See the server's own documentation for the full schema.

manage_characterCreate Character Blueprints with movement, locomotion, and animation state machines. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, parentClass, skeletalMeshPath, animBlueprintPath, ca...67 params

Create Character Blueprints with movement, locomotion, and animation state machines. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, parentClass, skeletalMeshPath, animBlueprintPath, ca...

Parameters* required
accelerationnumber
action*string
Character action to perform.one of create_character_blueprint · configure_capsule_component · configure_mesh_component · configure_camera_component · configure_movement_speeds · configure_jump
airControlnumber
animBlueprintPathstring
Path to animation blueprint.
avoidanceEnabledboolean
Enable AI avoidance.
blueprintPathstring
Blueprint asset path.
brakingDecelerationnumber
cameraUsePawnControlRotationboolean
Camera follows controller rotation.
canCrouchboolean
capsuleHalfHeightnumber
capsuleRadiusnumber
climbSpeednumber
climbableTagstring
Tag for climbable surfaces.
crouchSpeednumber
crouchedHalfHeightnumber
customSpeednumber
decelerationnumber
fallingLateralFrictionnumber
Air friction.
flySpeednumber
footstepEnabledboolean
Enable footstep system.

+47 more parameters. See the server's own documentation for the full schema.

manage_combatCreate weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, name, path, weaponM...96 params

Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, name, path, weaponM...

Parameters* required
action*string
Combat action to performone of create_weapon_blueprint · configure_weapon_mesh · configure_weapon_sockets · set_weapon_stats · configure_hitscan · configure_projectile
adsEnabledboolean
Enable aim down sights.
adsFovnumber
FOV when aiming.
adsSpeednumber
Time to aim down sights.
adsSpreadMultipliernumber
Spread multiplier when aiming.
ammoPerShotnumber
ammoTypestring
Ammo type identifier.
armorValuenumber
attachmentSlotsarray
Attachment slot definitions.
baseDamagenumber
blockDamageReductionnumber
Damage reduction when blocking (0-1).
blockStaminaCostnumber
Stamina cost per blocked hit.
blueprintPathstring
Blueprint asset path.
bounceEnabledboolean
Enable projectile bouncing.
bounceVelocityRationumber
Velocity retained on bounce (0-1).
collisionRadiusnumber
comboWindowTimenumber
Time window for combo input.
criticalMultipliernumber
Critical hit damage multiplier.
damageAmountnumber
damageImpulsenumber
Impulse applied on hit.

+76 more parameters. See the server's own documentation for the full schema.

manage_aiBuild AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action:...94 params

Build AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action:...

Parameters* required
action*string
AI action to performone of create_ai_controller · assign_behavior_tree · assign_blackboard · create_blackboard_asset · add_blackboard_key · set_key_instance_synced
actorNamestring
Name of the actor.
agentHeightnumber
Navigation agent height (default: 144).
agentMaxSlopenumber
Maximum slope angle in degrees (default: 44).
agentRadiusnumber
Navigation agent radius (default: 35).
agentStepHeightnumber
Maximum step height agent can climb (default: 35).
areaClassstring
Navigation area class path.
areaCostnumber
Pathfinding cost multiplier for area (1.0 = normal).
assetPathstring
Asset path (e.g., /Game/Path/Asset).
bCreateBoxObstacleboolean
Add box obstacle during nav generation.
baseObjectClassstring
behaviorTreePathstring
Path to behavior tree asset.
blackboardPathstring
Path to blackboard asset.
blueprintPathstring
Blueprint asset path.
broadcastIntervalnumber
Interval for state change broadcast (0 = single).
broadcastRadiusnumber
Radius for state change broadcast.
cellHeightnumber
NavMesh cell height (default: 10).
cellSizenumber
NavMesh cell size (default: 19).
childNodeIdstring
ID of the node.
commentstring

+74 more parameters. See the server's own documentation for the full schema.

manage_inventoryCreate item data assets, inventory components, world pickups, loot tables, and crafting recipes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, save, blueprintPath, itemPath, iconPath, maxStackSize,...57 params

Create item data assets, inventory components, world pickups, loot tables, and crafting recipes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, save, blueprintPath, itemPath, iconPath, maxStackSize,...

Parameters* required
abilityGrantsboolean
Enable ability grant support when equipped.
action*string
Inventory action to perform.one of create_item_data_asset · set_item_properties · create_item_category · assign_item_category · create_inventory_component · configure_inventory_slots
actorPathstring
Path to actor Blueprint for loot drop.
attachToSocketboolean
Attach mesh to socket when equipped.
blueprintPathstring
Blueprint asset path.
bobbingboolean
Enable bobbing animation.
categoryPathstring
Path to item category asset.
componentNamestring
Name of the component.
craftTimenumber
Time in seconds to craft.
craftingSpeedMultipliernumber
defaultSocketstring
Name of the socket.
dropCountnumber
Number of drops to roll.
dropOnDeathboolean
dropRadiusnumber
Radius for scattered drops.
enableWeightboolean
encumberanceSystemboolean
encumberanceThresholdnumber
entryIndexnumber
glowEffectboolean
Enable glow effect.
iconPathstring
Path to icon texture.

+37 more parameters. See the server's own documentation for the full schema.

manage_interactionCreate interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, folder, blueprintPath, actorName, componentName,...29 params

Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, folder, blueprintPath, actorName, componentName,...

Parameters* required
action*string
The interaction action to perform.one of create_interaction_component · configure_interaction_trace · configure_interaction_widget · add_interaction_events · create_interactable_interface · create_door_actor
actorNamestring
Name of the actor.
autoCloseboolean
Automatically close after opening.
autoCloseDelaynumber
Delay before auto-close in seconds.
blueprintPathstring
Blueprint asset path.
canToggleboolean
chestPathstring
Path to chest actor blueprint.
componentNamestring
Name of the component.
doorPathstring
Path to door actor blueprint.
folderstring
Path to a directory.
lockedboolean
Whether the item is locked.
lootTablePathstring
Path to loot table asset.
namestring
Name identifier.
openAnglenumber
Door open rotation angle in degrees.
openTimenumber
Time to open/close door in seconds.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
promptTextFormatstring
Format string for prompt (e.g., "Press {Key} to {Action}").
requiresKeyboolean
Whether interaction requires a key item.
resetTimenumber
Time to reset switch in seconds.
showOnHoverboolean
Show widget when hovering.

+9 more parameters. See the server's own documentation for the full schema.

manage_networkingConfigure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings. Required: action. Select one enum value, then provide only parameters relevant to...127 params

Configure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings. Required: action. Select one enum value, then provide only parameters relevant to...

Parameters* required
action*string
Networking action to performone of set_property_replicated · set_replication_condition · configure_net_update_frequency · configure_net_priority · set_net_dormancy · configure_replication_graph
actionNamestring
Legacy input action mapping name.
actionPathstring
Asset path (e.g., /Game/Path/Asset).
actorNamestring
Name of the actor.
allowSpectatingboolean
Allow spectator mode.
altboolean
Require Alt for a legacy action mapping.
alwaysRelevantboolean
Always relevant to all clients.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
attenuationFalloffnumber
Falloff rate for voice attenuation.
attenuationRadiusnumber
Radius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation.
autoBalanceboolean
Enable automatic team balancing.
axisNamestring
Legacy input axis mapping name.
bAllowInvitesboolean
Allow player invites.
bAllowJoinInProgressboolean
Allow joining games in progress.
bDelayedStartboolean
Whether to delay match start.
bIsLANMatchboolean
Whether this is a LAN match.
bShouldAdvertiseboolean
Advertise session publicly.
bUseLobbiesIfAvailableboolean
Use lobby system if available.
bUsesPresenceboolean
Use presence for session discovery.
blueprintPathstring
Blueprint asset path.

+107 more parameters. See the server's own documentation for the full schema.

manage_level_structureStructure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by ac...79 params

Structure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by ac...

Parameters* required
action*string
Level structure action to perform.one of create_level · create_sublevel · configure_level_streaming · set_streaming_distance · configure_level_bounds · enable_world_partition
actorNamestring
Name of the actor.
actorPathstring
Path to actor.
bAutoCalculateBoundsboolean
Auto-calculate bounds from content.
bBlockOnSlowStreamingboolean
bCreateWorldPartitionboolean
Create with World Partition enabled.
bDisableDistanceStreamingboolean
Disable distance-based streaming.
bEnableWorldPartitionboolean
Enable World Partition for level.
bEnabledboolean
Whether the audio volume is enabled.
bIsInitiallyLoadedboolean
Data layer initially loaded.
bIsInitiallyVisibleboolean
Data layer initially visible.
bIsSpatiallyLoadedboolean
HLOD is spatially loaded.
bPackBlueprintsboolean
Include blueprints in packed level.
bPackStaticMeshesboolean
Include static meshes in packed level.
bPainCausingboolean
Whether the volume causes pain/damage.
bShouldBeVisibleboolean
Level should be visible when loaded.
bShouldBlockOnLoadboolean
Block game until level is loaded.
bUnboundboolean
Whether post process volume affects entire world.
bUseExternalActorsboolean
Enable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true.
bWaterVolumeboolean
Whether this is a water volume.

+59 more parameters. See the server's own documentation for the full schema.

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Configuration

UE_PROJECT_PATH*

Your Unreal project folder or its .uproject file. The server reads the capability token from <project>/Saved/MCP/capability-token.

MCP_AUTOMATION_CAPABILITY_TOKENsecret

Capability token to present to the editor. Only needed when the server cannot read the project folder.

UNREAL_MCP_URLdefault: http://127.0.0.1:3000/mcp

The editor's native MCP endpoint (Project Settings > EngineWire > Native MCP Port).

LOG_LEVELdefault: info

Log level. Logs go to stderr.

Readme

EngineWire: let any AI assistant work inside the Unreal Editor

EngineWire


View the full README on GitHub

Details

Repository
github.com/chir24/unreal_mcp
Website
enginewire.dev
Package
unreal-engine-mcp-server
Transport
STDIO
Auth
Required
Registry
MCP registry, active
Resources
6
Tools verified
Jun 10, 2026

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