
Unreal Engine 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-serverRun in your terminal. Replace YOUR_* placeholders with real values; add --scope user to install for every project.
Tools
Verified live · 23 toolsVerified 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.
action*stringlist_tools · list_categories · enable_tools · disable_tools · enable_category · disable_categorycategorystringparamsobjecttoolsarraymanage_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...
action*stringlist · import · duplicate · duplicate_asset · rename · rename_assetadditionalOutputsarrayamountnumberassetPathstringassetPathsarraybaseTexturestringblendModestringblendTexturestringblendTypestringblueTexturestringchannelstringcheckoutFilesbooleanclassNamesarraycodestringcompressionSettingsstringconstAnumberconstBnumbercoordinateIndexnumbercurvePointsarraydefaultValuevalue+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...
action*stringcreate · create_blueprint · get_blueprint · get · compile · add_componentactionPathstringalignmentobjectalwaysShowScrollbarbooleananchorMaxobjectanchorMinobjectanglenumberanimationNamestringapplyAndSavebooleanattachTostringautoWrapbooleanbindingSourcestringblueprintPathstringblueprintTypestringbrushColorobjectbrushSizeobjectcategorystringclippingstringInherit · ClipToBounds · ClipToBoundsWithoutIntersecting · ClipToBoundsAlways · OnDemandcolorAndOpacityobjectcolumnCountnumber+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,...
action*stringspawn · spawn_actor · spawn_blueprint · delete · destroy_actor · delete_by_tagactorClassstringactorNamestringactorNamesarrayallComponentsbooleanargumentsvalueblueprintPathstringchildActorstringclassNamestringclassPathstringcollisionEnabledbooleancomponentNamestringcomponentTypestringfilterstringforceobjectfunctionNamestringlimitnumberlocationobjectmaterialIndexintegermaterialPathstring+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,...
action*stringplay · stop · stop_pie · pause · resume · ejectactorNamestringassetPathstringblendTimenumberbookmarkNamestringbuttonstringcategorystringcommandstringdeltaTimenumberenabledbooleanfilenamestringfovnumberheightnumberidstringincludeMetadatabooleaninputActionstringinputTypestringkeystringlevelPathstringlocationobject+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...
action*stringload · load_level · save · save_level · save_as · save_level_asassetPathstringcolorarraydestinationPathstringexportPathstringintensitynumberlevelNamestringlevelPathstringlevelPathsarraylightTypestringDirectional · Point · Spot · Rect · DirectionalLight · PointLightlocationobjectmetadataobjectnamestringnewNamestringoverwritebooleanpackagePathstringparamsobjectparentLevelstringparentPathstringpathstring+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...
action*stringcreate_landscape · sculpt · sculpt_landscape · add_foliage · paint_foliage · create_procedural_terrainactorNamestringactorPathstringalignToNormalbooleanalignToSplinebooleanamplitudenumberarriveTangentobjectassetPathsarrayassetsarrayazimuthnumberbClosedLoopbooleanblueprintPathstringboundsobjectcollisionEnabledbooleancompensationValuenumbercomponentCountobjectcomponentNamestringcountnumbercubemapPathstringcullDistancenumber+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...
action*stringcreate_animation_blueprint · create_animation_bp · create_anim_blueprint · create_blend_space · create_blend_space_1d · create_blend_space_2dactorNamestringadditiveAnimTypestringangularDampingnumberanimationPathstringartifactsarrayassetPathstringassetsarrayassignToMeshbooleanattachBoneNamestringaxisstringaxisNamestringbasePoseFramenumberbasePoseTypestringblendTimenumberblendTypestringblueprintPathstringbodyAstringbodyBstringbodyTypestring+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...
action*stringprofile · show_fps · set_quality · screenshot · set_resolution · set_fullscreenactorsarrayargumentsstringassetPathstringboostPlayerLocationbooleancategorystringcategoryNamestringcellSizenumberchannelsstringchildClassstringcodestringcommandstringconfigurationstringdetailedbooleandurationnumberenableBatchingbooleanenableInstancingbooleanenabledbooleanfilestringfilenamestring+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...
action*stringcreate · open · add_camera · add_actor · add_actors · remove_actorsactorNamestringactorNamesarrayclassNamestringdestinationPathstringendnumberendFramenumberframenumberframeRatestringlengthInFramesnumberlockedbooleanloopModestringmetadataobjectmutedbooleannamestringnewNamestringparamsobjectpathstringplaybackEndnumberplaybackStartnumber+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...
action*stringinspect_object · get_actor_details · get_blueprint_details · get_mesh_details · get_texture_details · get_material_detailsactorNamestringblueprintPathstringclassNamestringclassPathstringcomponentNamestringcomponentNamesarraydetailedbooleanfilterstringnamestringobjectPathstringparamsobjectpropertyNamestringpropertyNamesarraypropertyPathstringsnapshotNamestringtagstringvaluevaluemanage_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,...
action*stringcreate_sound_cue · play_sound_at_location · play_sound_2d · create_audio_component · create_sound_mix · push_sound_mixactorNamestringanalysisTypestringassetPathstringattachPointNamestringattenuationPathstringattenuationShapestringcomponentNamestringconcurrencyPathstringdefaultValuevaluedopplerIntensitynumbereffectTypestringenablebooleanenableReverbSendbooleanenabledbooleanfadeInTimenumberfadeOutTimenumberfadeTimenumberfadeTypestringfalloffDistancenumber+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...
action*stringcreate_box · create_sphere · create_cylinder · create_cone · create_capsule · create_torusactorNamestringamountnumberanglenumberassetPathstringaxisstringX · Y · ZcapbooleancenterobjectcollisionTypestringDefault · Simple · Complex · UseComplexAsSimple · UseSimpleAsComplexcomputeWeightedNormalsbooleancountnumberdepthnumberdepthSegmentsnumberdimensionsobjectdistancenumberhardEdgeAnglenumberheightnumberheightScalenumberheightSegmentsnumberhullCountnumber+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...
action*stringcreate_pcg_graph · create_pcg_subgraph · add_pcg_node · connect_pcg_pins · set_pcg_node_settings · add_landscape_data_nodeactorClassstringactorNamestringassetPathstringclassPathstringcomponentNamestringcomponentPathstringcreateComponentbooleanforcebooleangraphPathstringgridSizenumberinputNamestringmeshPathstringnamestringnodeIdstringnodeNamestringnodeTypestringoutputNamestringoverwritebooleanparamsobject+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,...
accelerationobjectaction*stringparticle · niagara · debug_shape · spawn_niagara · create_dynamic_light · create_niagara_systemactorNamestringalignmentstringassetPathstringattachToActorstringautoConnectbooleanburstCountnumberburstTimenumbercameraOffsetnumbercollisionModestringcolorvaluecolorModestringdeltaTimenumberdensitynumberdeterministicEnabledbooleandieOnCollisionbooleandurationnumberemitterstringemitterNamestring+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,...
abilityPathstringabilityTagsarrayaction*stringadd_ability_system_component · configure_asc · create_attribute_set · add_attribute · set_attribute_base_value · set_attribute_clampingactivationBlockedTagsarrayactivationPolicystringOnInputPressed · WhileInputActive · OnSpawn · OnGivenactivationRequiredTagsarrayaoeRadiusnumberapplicationRequiredTagsarrayassetPathstringattributeNamestringattributeSetPathstringattributeTypestringHealth · MaxHealth · Mana · MaxMana · Stamina · MaxStaminabaseValuenumberblockAbilitiesWithTagarrayblueprintPathstringcalculationClassstringcameraShakePathstringcancelAbilitiesWithTagarrayclampModestringNone · Min · Max · MinMaxcomponentNamestring+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...
accelerationnumberaction*stringcreate_character_blueprint · configure_capsule_component · configure_mesh_component · configure_camera_component · configure_movement_speeds · configure_jumpairControlnumberanimBlueprintPathstringavoidanceEnabledbooleanblueprintPathstringbrakingDecelerationnumbercameraUsePawnControlRotationbooleancanCrouchbooleancapsuleHalfHeightnumbercapsuleRadiusnumberclimbSpeednumberclimbableTagstringcrouchSpeednumbercrouchedHalfHeightnumbercustomSpeednumberdecelerationnumberfallingLateralFrictionnumberflySpeednumberfootstepEnabledboolean+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...
action*stringcreate_weapon_blueprint · configure_weapon_mesh · configure_weapon_sockets · set_weapon_stats · configure_hitscan · configure_projectileadsEnabledbooleanadsFovnumberadsSpeednumberadsSpreadMultipliernumberammoPerShotnumberammoTypestringarmorValuenumberattachmentSlotsarraybaseDamagenumberblockDamageReductionnumberblockStaminaCostnumberblueprintPathstringbounceEnabledbooleanbounceVelocityRationumbercollisionRadiusnumbercomboWindowTimenumbercriticalMultipliernumberdamageAmountnumberdamageImpulsenumber+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:...
action*stringcreate_ai_controller · assign_behavior_tree · assign_blackboard · create_blackboard_asset · add_blackboard_key · set_key_instance_syncedactorNamestringagentHeightnumberagentMaxSlopenumberagentRadiusnumberagentStepHeightnumberareaClassstringareaCostnumberassetPathstringbCreateBoxObstaclebooleanbaseObjectClassstringbehaviorTreePathstringblackboardPathstringblueprintPathstringbroadcastIntervalnumberbroadcastRadiusnumbercellHeightnumbercellSizenumberchildNodeIdstringcommentstring+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,...
abilityGrantsbooleanaction*stringcreate_item_data_asset · set_item_properties · create_item_category · assign_item_category · create_inventory_component · configure_inventory_slotsactorPathstringattachToSocketbooleanblueprintPathstringbobbingbooleancategoryPathstringcomponentNamestringcraftTimenumbercraftingSpeedMultipliernumberdefaultSocketstringdropCountnumberdropOnDeathbooleandropRadiusnumberenableWeightbooleanencumberanceSystembooleanencumberanceThresholdnumberentryIndexnumberglowEffectbooleaniconPathstring+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,...
action*stringcreate_interaction_component · configure_interaction_trace · configure_interaction_widget · add_interaction_events · create_interactable_interface · create_door_actoractorNamestringautoClosebooleanautoCloseDelaynumberblueprintPathstringcanTogglebooleanchestPathstringcomponentNamestringdoorPathstringfolderstringlockedbooleanlootTablePathstringnamestringopenAnglenumberopenTimenumberparamsobjectpromptTextFormatstringrequiresKeybooleanresetTimenumbershowOnHoverboolean+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...
action*stringset_property_replicated · set_replication_condition · configure_net_update_frequency · configure_net_priority · set_net_dormancy · configure_replication_graphactionNamestringactionPathstringactorNamestringallowSpectatingbooleanaltbooleanalwaysRelevantbooleanassetPathstringattenuationFalloffnumberattenuationRadiusnumberautoBalancebooleanaxisNamestringbAllowInvitesbooleanbAllowJoinInProgressbooleanbDelayedStartbooleanbIsLANMatchbooleanbShouldAdvertisebooleanbUseLobbiesIfAvailablebooleanbUsesPresencebooleanblueprintPathstring+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...
action*stringcreate_level · create_sublevel · configure_level_streaming · set_streaming_distance · configure_level_bounds · enable_world_partitionactorNamestringactorPathstringbAutoCalculateBoundsbooleanbBlockOnSlowStreamingbooleanbCreateWorldPartitionbooleanbDisableDistanceStreamingbooleanbEnableWorldPartitionbooleanbEnabledbooleanbIsInitiallyLoadedbooleanbIsInitiallyVisiblebooleanbIsSpatiallyLoadedbooleanbPackBlueprintsbooleanbPackStaticMeshesbooleanbPainCausingbooleanbShouldBeVisiblebooleanbShouldBlockOnLoadbooleanbUnboundbooleanbUseExternalActorsbooleanbWaterVolumeboolean+59 more parameters. See the server's own documentation for the full schema.
Sponsors
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_TOKENsecretCapability 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/mcpThe editor's native MCP endpoint (Project Settings > EngineWire > Native MCP Port).
LOG_LEVELdefault: infoLog level. Logs go to stderr.
Readme
EngineWire: let any AI assistant work inside the Unreal Editor
EngineWire
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