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Unreal Engine MCP Server

MCP server and native Unreal Engine automation bridge for controlling UE5 projects, assets, actors, levels, Blueprints, Niagara, Sequencer, tests, screenshots, logs, and editor automation from Claude.

by ChiR24 · submitted by oktofeesh1·added 2026-06-06·
Review first review before installing

Open the source and read safety notes before installing.

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Source URLs
https://raw.githubusercontent.com/ChiR24/Unreal_mcp/main/README.md, https://github.com/ChiR24/Unreal_mcp
Brand
Unreal Engine MCP Server
Brand domain
github.com
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., 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and generated automation reports can be exposed to the MCP client., Screenshot and viewport tools may capture unpublished game content, UI, debug overlays, local paths, or proprietary assets., Native plugin logs, TypeScript bridge logs, metrics endpoints, and MCP transcripts can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.

    Pending
  • Baseline comparison available

    No baseline peer selected yet.

    Pending
  • Diverging trust signals identified

    No major trust-signal divergence found.

    Pending

Setup at a glance

CLI install

Copy-ready — paste the snippet to get started.

30 minutes

Adoption plan

Balanced adoption plan

Current risk score 24/100. Use staged verification before broader rollout.

Risk 24

Pre-adoption checks

Validate source and review signals before any execution.

  • Confirm source provenanceRequired

    Source URL/provenance metadata is present.

    Done
  • Confirm metadata review state

    No review metadata found; increase manual validation.

    Pending
  • Verify install payload

    Install/config payload exists and can be inspected.

    Done

Security checks

Confirm safety, privacy, and package integrity signals.

  • Review safety notesRequired

    Safety notes are present.

    Done
  • Review privacy notesRequired

    Privacy notes are present.

    Done
  • Verify package integrity metadata

    No package verification/checksum metadata.

    Pending

Rollout

Adopt in controlled steps based on the selected plan.

  • Run in isolated sandbox firstRequired

    Use a constrained sandbox and observe behavior across multiple tasks.

    Pending
  • Roll out graduallyRequired

    Roll out to a small cohort before wider usage.

    Pending
  • Set monitoring and fallback

    Define rollback path and monitor errors after adoption.

    Pending

Evidence readiness

Evidence readiness matrix · balanced

Missing required evidence: Metadata review. Risk score 31.

Risk 31

Source provenance

Present

Source repository/provenance is listed.

Required in this preset

Metadata review

Missing

Review metadata is missing.

Required in this preset

Safety notes

Present

Safety notes are present.

Required in this preset

Privacy notes

Present

Privacy notes are present.

Optional in this preset

Package integrity

Missing

Package integrity metadata is missing.

Optional in this preset

Install payload

Present

Install payload is available.

Required in this preset

Required gaps: Metadata review

Decision timeline

Decision timeline · balanced

Blocking gaps: Check metadata review status. Risk 28.

Risk 28

triage

Confirm source provenanceRequired

Source/provenance metadata is available.

Done

triage

Check metadata review statusRequired

Review metadata is missing.

Pending

verify

Review safety notesRequired

Safety notes are available.

Done

verify

Review privacy notes

Privacy notes are available.

Done

verify

Validate package integrity metadata

Package integrity metadata is missing.

Pending

rollout

Verify install payload and commandsRequired

Install payload is available.

Done

Blockers: Check metadata review status

Prerequisite readiness

Prerequisite readiness

5 prerequisites to line up before setup. Includes a review or approval gate.

0/5 ready
Network & hosting1Review & approval1General330 minutes

Safety & privacy surface

Safety & privacy surface

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.
  • SafetyCredentials & tokensRequire 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.
  • 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.
  • 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.

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.
Full copyable content
{
  "mcpServers": {
    "unreal-engine": {
      "command": "npx",
      "args": ["unreal-engine-mcp-server"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject"
      }
    }
  }
}

About this resource

Content

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.

Source Review

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

Or add the stdio bridge manually:

{
  "mcpServers": {
    "unreal-engine": {
      "command": "npx",
      "args": ["unreal-engine-mcp-server"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject"
      }
    }
  }
}

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.

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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.

Field

MCP server and native Unreal Engine automation bridge for controlling UE5 projects, assets, actors, levels, Blueprints, Niagara, Sequencer, tests, screenshots, logs, and editor automation from Claude.

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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.

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Next steps
Trust
Review statusNot reviewedNot reviewedNot reviewedNot reviewed
Package trustPackage not verifiedPackage not verifiedPackage not verifiedPackage not verified
Source provenanceSource-backedSource-backedSource-backedSource-backed
Submitteroktofeesh1oktofeesh1oktofeesh1oktofeesh1
Install riskReview firstReview firstReview firstReview first
Notes Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓
BrandAI Game Developer logoAI Game Developer
Categorymcpmcpmcpmcp
SourceSource-backedSource-backedSource-backedSource-backed
AuthorChiR24Ivan MurzakCoding SoloPeter Steinberger
Added2026-06-062026-06-062026-06-052026-06-06
Platforms
Harness
Source repo
Safety notesUnreal 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 notesProject 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.
Install
npx unreal-engine-mcp-server
npm install -g unity-mcp-cli && unity-mcp-cli install-plugin ./MyUnityProject
npx @coding-solo/godot-mcp
npx -y --package @steipete/macos-automator-mcp macos-automator-mcp
Config
Manual-only setup:
claude mcp add unreal-engine -- npx unreal-engine-mcp-server
Manual-only setup:
npm install -g unity-mcp-cli
unity-mcp-cli install-plugin ./MyUnityProject
unity-mcp-cli open ./MyUnityProject
{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["@coding-solo/godot-mcp"],
      "env": {
        "GODOT_PATH": "PATH_TO_GODOT_EXECUTABLE"
      }
    }
  }
}
{
  "mcpServers": {
    "macos_automator": {
      "command": "npx",
      "args": [
        "-y",
        "--package",
        "@steipete/macos-automator-mcp",
        "macos-automator-mcp"
      ],
      "type": "stdio"
    }
  }
}
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