Unreal Engine MCP Server can create, import, duplicate, rename, move, delete, and modify project assets, actors, levels, Blueprints, Niagara systems, Sequencer tracks, materials, audio, tests, logs, console variables, and editor state., The bridge exposes editor automation through native HTTP/SSE or WebSocket transports; keep listeners on loopback unless you intentionally enable and secure LAN access., Capability-token authentication, TLS, command validation, path sanitization, rate limits, and loopback binding should be reviewed before using remote or multi-user setups., Require confirmation before running console commands, Python execution, UnrealBuildTool tasks, Play-In-Editor sessions, asset deletion, level saves, plugin changes, imports, exports, or source-control-affecting operations., Test against disposable projects before allowing an agent to automate production levels, gameplay systems, render settings, or content directories.
Privacy notes
Project paths, asset names, level contents, screenshots, editor logs, test output, Blueprint graphs, console variables, and generated automation reports can be exposed to the MCP client., Screenshot and viewport tools may capture unpublished game content, UI, debug overlays, local paths, or proprietary assets., Native plugin logs, TypeScript bridge logs, metrics endpoints, and MCP transcripts can reveal project names, file-system paths, automation requests, and tool results., Treat capability tokens, project paths, LAN listener settings, and generated screenshots as sensitive local configuration., Keep automation output inside approved project or scratch directories and remove temporary artifacts before sharing traces or bug reports.
Author
ChiR24
Submitted by
oktofeesh1
Claim status
unclaimed
Last verified
2026-06-06
Decision playbook
Review trust signals before you adopt
Signals are present but mixed. Use the checklist below to confirm the source and operational safety for your environment.
Compare context
Selected
0
Current score
63
Baseline
—
Delta
No baseline selected
No major trust-signal divergence detected in the current selection.
Source and provenance checks
Needs review
Confirm ownership and provenance before trusting install instructions.
Source link availableRequired
Open the canonical repository and verify ownership.
Done
Source provenance statusRequired
Marked as source-backed.
Done
Metadata reviewed
No reviewed flag detected in metadata.
Pending
Safety and privacy checks
Complete
Validate risk disclosures before installation or API wiring.
Safety notes presentRequired
Review the listed safety guidance before running commands.
Done
Privacy notes presentRequired
Review data handling notes before connecting accounts or secrets.
Done
Trust level risk gateRequired
Trust level does not block evaluation.
Done
Package and install checks
Needs review
Check package metadata and artifact integrity signals.
Install payload available
Install or copy payload is available for review.
Done
Package verification flag
No package verification flag provided.
Pending
Checksum metadata
No checksum provided for downloaded artifact.
Pending
Compare-driven decision checks
Needs review
Use compare context to validate trade-offs before adoption.
Compare tray has multiple entries
Add at least one more entry to compare trust differences.
5 safety and 5 privacy notes across 5 risk areas. Review closely: credentials & tokens, network access.
5 areas
SafetyData retentionUnreal Engine MCP Server can create, import, duplicate, rename, move, delete, and modify project assets, actors, levels, Blueprints, Niagara systems, Sequencer tracks, materials, audio, tests, logs, console variables, and editor state.
SafetyNetwork accessThe bridge exposes editor automation through native HTTP/SSE or WebSocket transports; keep listeners on loopback unless you intentionally enable and secure LAN access.
SafetyCredentials & tokensCapability-token authentication, TLS, command validation, path sanitization, rate limits, and loopback binding should be reviewed before using remote or multi-user setups.
SafetyGeneralTest against disposable projects before allowing an agent to automate production levels, gameplay systems, render settings, or content directories.
PrivacyLocal filesProject paths, asset names, level contents, screenshots, editor logs, test output, Blueprint graphs, console variables, and generated automation reports can be exposed to the MCP client.
PrivacyLocal filesScreenshot and viewport tools may capture unpublished game content, UI, debug overlays, local paths, or proprietary assets.
PrivacyNetwork accessNative plugin logs, TypeScript bridge logs, metrics endpoints, and MCP transcripts can reveal project names, file-system paths, automation requests, and tool results.
PrivacyCredentials & tokensTreat capability tokens, project paths, LAN listener settings, and generated screenshots as sensitive local configuration.
PrivacyGeneralKeep automation output inside approved project or scratch directories and remove temporary artifacts before sharing traces or bug reports.
Disclosure: Community-maintained MIT MCP server and Unreal Engine plugin. It is not an Epic Games product; users must follow Unreal Engine, plugin, project, and asset license requirements separately.
Safety notes
Unreal Engine MCP Server can create, import, duplicate, rename, move, delete, and modify project assets, actors, levels, Blueprints, Niagara systems, Sequencer tracks, materials, audio, tests, logs, console variables, and editor state.
The bridge exposes editor automation through native HTTP/SSE or WebSocket transports; keep listeners on loopback unless you intentionally enable and secure LAN access.
Capability-token authentication, TLS, command validation, path sanitization, rate limits, and loopback binding should be reviewed before using remote or multi-user setups.
Test against disposable projects before allowing an agent to automate production levels, gameplay systems, render settings, or content directories.
Privacy notes
Project paths, asset names, level contents, screenshots, editor logs, test output, Blueprint graphs, console variables, and generated automation reports can be exposed to the MCP client.
Screenshot and viewport tools may capture unpublished game content, UI, debug overlays, local paths, or proprietary assets.
Native plugin logs, TypeScript bridge logs, metrics endpoints, and MCP transcripts can reveal project names, file-system paths, automation requests, and tool results.
Treat capability tokens, project paths, LAN listener settings, and generated screenshots as sensitive local configuration.
Keep automation output inside approved project or scratch directories and remove temporary artifacts before sharing traces or bug reports.
Prerequisites
Unreal Engine 5.0 through 5.8 with a project that can load the included McpAutomationBridge plugin.
Node.js 18 or newer when using the TypeScript stdio bridge; native MCP transport can run inside the plugin without Node.js.
A code-enabled Unreal project or a prebuilt plugin package that matches the target Unreal Engine version.
Required Unreal plugins such as MCP Automation Bridge, Editor Scripting Utilities, and Niagara enabled before automation starts.
A reviewed `.uproject` path, screenshot directory, bridge host, bridge port, and client configuration for the workstation running the editor.
Schema details
Install type
cli
Troubleshooting
No
Source repository stats
Scope
Source repo
Collection metadata
Estimated setup
30 minutes
Difficulty
advanced
Tool listing metadata
Disclosure
Community-maintained MIT MCP server and Unreal Engine plugin. It is not an Epic Games product; users must follow Unreal Engine, plugin, project, and asset license requirements separately.
Unreal Engine MCP Server connects Claude and other MCP clients to Unreal Engine
through the included McpAutomationBridge plugin. It supports a native
HTTP/SSE MCP transport in the Unreal plugin and a TypeScript stdio bridge that
can be launched through npx unreal-engine-mcp-server.
Use it when Claude needs supervised access to Unreal Engine project structure,
assets, actors, levels, Blueprints, Niagara effects, Sequencer workflows,
screenshots, logs, tests, and editor automation.
These sources were reviewed on 2026-06-06. Prefer the live repository,
README, npm metadata, license, server manifest, package metadata, plugin
README, TypeScript entrypoints, and native transport source for current setup
and behavior details.
Features
Control Unreal Engine through a native C++ automation bridge plugin.
Connect through native MCP HTTP/SSE transport or the TypeScript stdio bridge.
Browse, import, duplicate, rename, delete, and create project assets.
Spawn, delete, transform, tag, and inspect actors and components.
Load, save, manage, and inspect levels, lighting, streaming, and viewport
state.
Work with Blueprint, Niagara, Material, Behavior Tree, animation, physics,
audio, Sequencer, PCG, landscape, foliage, and gameplay systems.
Run editor control tasks such as screenshots, Play-In-Editor sessions, logs,
tests, UnrealBuildTool actions, console variables, and project settings.
Use optional capability-token authentication, TLS, loopback binding, command
validation, path sanitization, and rate limits for safer local automation.
Installation
Install the included McpAutomationBridge plugin into an Unreal Engine project
and enable the required Unreal plugins. For the TypeScript bridge, add the npm
server to Claude:
claude mcp add unreal-engine -- npx unreal-engine-mcp-server
The plugin also supports a native MCP HTTP transport from inside Unreal. Enable
Native MCP in the plugin settings, keep the listener on loopback unless you
have a separate network-security plan, and connect clients to the configured
local MCP endpoint.
Use Cases
Ask Claude to list project assets or inspect an Unreal content directory.
Spawn lights, cameras, actors, or debug shapes in a test level.
Create or update materials, Blueprint graphs, Niagara effects, or Behavior
Tree nodes under review.
Capture viewport screenshots for debugging, review, or iteration notes.
Query logs, run tests, inspect console variables, and summarize editor state.
Coordinate Sequencer, animation, audio, PCG, landscape, foliage, and level
design tasks from natural-language prompts.
Safety and Privacy
Unreal Engine MCP Server can modify real project state through the editor. Keep
the bridge scoped to local trusted clients, use token authentication when
available, and require explicit approval before destructive operations,
automation scripts, console commands, build actions, level saves, imports, or
exports.
Treat project paths, asset names, screenshots, logs, Blueprint graphs, generated
reports, metrics, and MCP transcripts as sensitive production data. Test new
automation flows against disposable projects before connecting Claude to
production game content.
Show that Unreal Engine MCP Server is listed on HeyClaude. Paste this Markdown into your README — it renders the badge and links back to this page.
[](https://heyclau.de/entry/mcp/unreal-engine-mcp-server)
How it compares
Unreal Engine MCP Server side by side with 3 alternatives on trust, install, platform support, and disclosed safety notes — all from reviewed registry metadata.
MCP server for running AppleScript and JavaScript for Automation on macOS, with a searchable knowledge base of automation recipes for apps, files, browsers, system settings, Terminal, and productivity workflows.
✓Unreal Engine MCP Server can create, import, duplicate, rename, move, delete, and modify project assets, actors, levels, Blueprints, Niagara systems, Sequencer tracks, materials, audio, tests, logs, console variables, and editor state.
The bridge exposes editor automation through native HTTP/SSE or WebSocket transports; keep listeners on loopback unless you intentionally enable and secure LAN access.
Capability-token authentication, TLS, command validation, path sanitization, rate limits, and loopback binding should be reviewed before using remote or multi-user setups.
Require confirmation before running console commands, Python execution, UnrealBuildTool tasks, Play-In-Editor sessions, asset deletion, level saves, plugin changes, imports, exports, or source-control-affecting operations.
Test against disposable projects before allowing an agent to automate production levels, gameplay systems, render settings, or content directories.
✓AI Game Developer can create, move, copy, modify, and delete Unity assets, scenes, GameObjects, components, scripts, packages, and generated project files.
Tools include dynamic C# script execution, C# reflection method lookup and calls, package installation/removal, Unity test execution, editor state changes, play mode control, screenshots, and profiler access.
The MCP server supports streamable HTTP and stdio; HTTP deployments should require a bearer token and stay bound to trusted interfaces.
Server variables include optional authorization and webhook settings; webhook endpoints can receive tool, prompt, resource, connection, and authorization events.
Unity runtime connections can expose compiled game state or in-game behavior to an MCP client, not just editor-only project data.
Use source control, backups, tool filtering, and explicit review before allowing destructive tools such as asset deletion, package removal, script execution, or reflection calls.
✓Godot MCP can launch the editor, run projects, stop projects, inspect project structure, create scenes, add nodes, load sprites, export MeshLibrary resources, save scenes, and update UID references.
Running a Godot project can execute project scripts, editor plugins, tool scripts, and asset import logic, so use trusted projects and review side effects before agent-driven runs.
Scene and resource tools can modify project files; review generated changes before committing or overwriting assets.
Debug logging can be verbose and may expose paths, errors, project internals, or runtime state.
✓macOS Automator MCP executes AppleScript or JavaScript for Automation through `osascript`, either from inline script content, an absolute script path, or a knowledge-base script ID.
AppleScript and JXA can control local applications, read and write files, run shell commands through scripting additions, manipulate browser tabs, send keystrokes, change settings, and trigger app-specific actions depending on macOS permissions.
Do not grant broad Automation or Accessibility permissions to the host process unless you trust the MCP client, prompts, and scripts it will run.
Review generated scripts before execution, use short timeouts for untrusted automations, and avoid running scripts against Mail, Messages, Contacts, Calendar, browsers, password managers, terminals, or cloud-sync folders without explicit approval.
Knowledge-base scripts and custom local knowledge-base overrides can change the behavior of reusable script IDs; review local overrides before relying on them.
Use separate macOS user accounts or test machines when experimenting with destructive file, shell, browser, or system-setting automation.
Privacy notes
✓Project paths, asset names, level contents, screenshots, editor logs, test output, Blueprint graphs, console variables, and generated automation reports can be exposed to the MCP client.
Screenshot and viewport tools may capture unpublished game content, UI, debug overlays, local paths, or proprietary assets.
Native plugin logs, TypeScript bridge logs, metrics endpoints, and MCP transcripts can reveal project names, file-system paths, automation requests, and tool results.
Treat capability tokens, project paths, LAN listener settings, and generated screenshots as sensitive local configuration.
Keep automation output inside approved project or scratch directories and remove temporary artifacts before sharing traces or bug reports.
✓Tool calls may expose Unity project paths, asset names, scene hierarchy, serialized object data, scripts, logs, screenshots, profiler metrics, test output, package metadata, and runtime state.
MCP config files and Unity plugin config can contain server URLs, connection modes, bearer tokens, authorization settings, enabled tool IDs, and cloud or local endpoint details.
Optional webhooks can receive tool, prompt, resource, connection, authorization, and token-bearing request data.
Screenshots from Game View, Scene View, cameras, or isolated GameObjects may include proprietary artwork, level design, UI, debug overlays, or unreleased game content.
Generated skills and AI-client configuration files can reveal available tools, project structure, installed packages, and local workflow assumptions.
✓Project paths, scene names, asset names, debug output, errors, source structure, node trees, generated resources, and prompts may be visible to the MCP client and model provider.
Godot projects may contain unreleased game content, licensed assets, gameplay logic, credentials in config files, or private build paths.
Avoid sharing debug logs or generated scene diffs publicly until they are reviewed for sensitive project details.
✓Scripts can expose local file paths, file contents, clipboard data, browser URLs and page data, email subjects, contacts, calendar events, messages, app state, system settings, shell output, and account-specific metadata.
Error responses and optional debugging settings can include attempted script content, script paths, substitution logs, stderr, and execution details.
The local knowledge base defaults to `~/.macos-automator/knowledge_base` when configured and may contain private automation recipes or paths.
MCP clients, model providers, terminal history, and application logs may retain script inputs and outputs, including data read from local apps.
Prerequisites
Unreal Engine 5.0 through 5.8 with a project that can load the included McpAutomationBridge plugin.
Node.js 18 or newer when using the TypeScript stdio bridge; native MCP transport can run inside the plugin without Node.js.
A code-enabled Unreal project or a prebuilt plugin package that matches the target Unreal Engine version.
Required Unreal plugins such as MCP Automation Bridge, Editor Scripting Utilities, and Niagara enabled before automation starts.
Unity project using Unity 2022.3 or newer for the current package metadata.
Unity Hub or a local Unity Editor installation.
Node.js 20.19 or newer, or Node.js 22.12 or newer, for `unity-mcp-cli`.
An MCP client such as Claude Code, Claude Desktop, Codex, Cursor, Gemini CLI, GitHub Copilot, Cline, or another supported client.
Godot Engine installed on the development machine.
Node.js 18 or newer and npm available to the MCP client runtime.
Godot project directory containing a `project.godot` file.
Clear approval rules for when an agent may run, stop, or edit a project.
macOS on the machine running the MCP server.
Node.js 24 or newer for the published npm package.
Automation permissions for the terminal, editor, or app that launches the MCP server.
Accessibility permissions when scripts need UI scripting, clicks, keystrokes, or System Events access.