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Unreal MCP

未认领

作者: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++.

mcpmcp-serverunreal-engineunreal-engine-5

01 / 选择客户端

02 / 连接前的准备

认证方式尚未指定。连接前请查看项目说明。

安装项目所需的运行环境,并确保客户端能够使用它。

项目说明

输入项目说明中的变量名,用逗号分隔。只输入名称,不要输入密钥值。

03 / 添加配置

来源:根据公开安装说明生成

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

替换占位符后在终端中运行。

04 / 在客户端中确认

打开客户端的 MCP 设置,确认服务器已连接并列出工具。复制配置不代表连接成功。

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未认领列表

这个 MCP 服务器是你的吗?

此列表根据公开信息自动生成。认领后,你可以编辑页面、设置兼容性并解锁增长工具。全程不超两分钟。

认领此服务器

安全概况

已认领和已认证的服务器每周接受一次静态扫描,显示代码能触及的范围(外部服务、环境变量、shell 命令、代理配置目录)以及带有已知公告的依赖。认领此列表即可获得。 安全概况的工作原理

23 个工具中显示 23 个

文档中列出的工具 (23)

内容来自项目文档。服务器握手不会验证每个工具的说明或行为。

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

工具变更历史

比较相同配置的完整检查。只列出工具,未调用工具。此处不测量输入结构的变化。

尚无完整工具检查。