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Unreal MCP

Unclaimed

by ChiR24

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through the native C++ Automation Bridge plugin. Built with TypeScript and C++.

Set up this server

01 / Choose your client

02 / Before you connect

Authentication is not specified. Check the project instructions before connecting.

Install the runtime required by the project and make it available to your client.

Project instructions

Use names from the project instructions, separated by commas. Enter names only, never secret values.

03 / Add the configuration

Source: generated from public install instructions

claude mcp add --transport stdio 'chir24-unreal-mcp' -- 'npx' '-y' 'unreal-engine-mcp-server'

Run in your terminal after replacing any placeholders.

04 / Check it in your client

Open your client’s MCP settings and confirm the server connects and lists its tools. A copied configuration does not confirm a working connection.

mcpmcp-serverunreal-engineunreal-engine-5

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23 of 23 tools

Documented tools (23)

From project documentation. A server handshake does not verify each tool’s description or behavior.

animation_physics

Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK

build_environment

Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences

control_actor

Spawn, delete, transform, physics, tags

control_editor

PIE, Camera, viewport, screenshots

inspect

Object Introspection

manage_ai

AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding

manage_asset

Assets, Materials, Render Targets, Behavior Trees, Blueprint Struct (UserDefinedStruct) authoring

manage_audio

Audio Assets, Components, Sound Cues, MetaSounds, Attenuation

manage_blueprint

Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations

manage_character

Character creation, movement, advanced locomotion

manage_combat

Weapons, projectiles, damage, melee combat

manage_effect

Niagara, particles, debug shapes, GPU simulations

manage_gas

Gameplay Ability System: abilities, effects, attributes

manage_geometry

Procedural mesh creation and editing with Geometry Script

manage_interaction

Interactables, destructibles, triggers

manage_inventory

Items, equipment, loot tables, crafting

manage_level

Load/save, streaming, lighting

manage_level_structure

Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes

manage_networking

Replication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings

manage_pcg

PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings

manage_sequence

Sequencer, cinematics, Movie Render Queue, media playback, Take Recorder, and replay controls

manage_tools

Dynamic tool management (enable/disable at runtime)

system_control

UBT, Tests, Logs, Project Settings, CVars, Python Execution

Tool change history

Compared across complete checks of the same configuration. Tools were listed, not invoked. Input-schema changes are not measured here.

No complete tool checks yet.

FAQ

Questions about Unreal MCP Server

How do I connect Unreal MCP Server to Claude?
Run `claude mcp add chir24-unreal-mcp -- npx -y unreal-engine-mcp-server` in Claude Code, or add the same command and arguments under mcpServers in Cursor's mcp.json or Claude Desktop's claude_desktop_config.json, then restart the client. The blocks above are ready to paste.
Is Unreal MCP Server free?
The listed licence is MIT. Check the upstream terms for permitted use and commercial requirements; a public repository does not by itself mean the software is free or open source. Connected APIs and hosted services may have separate charges.
What can Unreal MCP Server do?
Unreal MCP Server documents 23 tools to the agent, including animation_physics, build_environment, control_actor. The descriptions above come from project documentation. A live handshake does not test individual tool behavior.