Unreal MCP
UnclaimedAI Game Developer for Unreal Engine — MCP plugin (C++ editor plugin + .NET bridge), unreal-cli, connects Unreal Editor to AI agents via ai-game.dev or a local MCP server
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Claim this serverTools (40)
actor-component-add
Add a component to an actor
actor-component-destroy
Destroy a component
actor-component-get
Read a component's data
actor-component-list-all
List available UActorComponent classes (paginated)
actor-component-modify
Modify a component's properties
actor-create
Spawn an actor from a class path (native or Blueprint), with optional name/location/rotation/parent
actor-destroy
Destroy an actor
actor-duplicate
Duplicate an actor
actor-find
Find actors, with scoped reads (paths/viewQuery)
actor-modify
Write actor FProperty values (including transform)
actor-set-parent
Attach an actor to a parent
asset-copy
Copy an asset
asset-create-folder
Create a Content folder
asset-delete
Delete an asset
asset-find
Search the AssetRegistry by name/class/path/tags
asset-get-data
Read an asset's data (scoped reads supported)
asset-import
Import FBX/textures via AssetImportTask
asset-material-create
Create a Material Instance from a parent material
asset-material-get-data
Read material graph/parameter info (the "shader" analog)
asset-material-modify
Set scalar/vector/texture material-instance parameters
asset-move
Move / rename an asset
asset-refresh
Rescan asset paths
blueprint-add-component
Add a component via the Simple Construction Script
blueprint-add-event
Add/bind an event stub (BeginPlay, Tick, input, …)
blueprint-add-function
Add a function stub (entry/result nodes wired)
blueprint-add-variable
Add a typed member variable
blueprint-compile
Compile the Blueprint and return a structured error/warning list (the AI feedback loop)
blueprint-create
Create a new Blueprint class from a parent UClass path
blueprint-get
Graph summary for LLM inspection (variables, components, functions/events, parent chain)
blueprint-modify-variable
Modify a member variable
blueprint-remove-component
Remove an SCS component
blueprint-set-default
Edit a CDO (class-default) property
blueprint-spawn
Instance the Blueprint into the current level
console-get-logs
Read recent editor logs from the LogCollector ring buffer
editor-application-get-state
Read editor application state (PIE, etc.)
editor-application-set-state
Start / stop / pause Play-In-Editor
editor-selection-get
Read the current editor selection
editor-selection-set
Set the editor selection
object-get-data
Read any UObject by path
object-modify
Modify any UObject by path