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Unreal MCP

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作者:IvanMurzak

AI 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

aiai-integrationai-toolsanthropicclaudeclaude-codeclaude-desktopclicopilotdeepseekgame-developmentgamedevgeminimcpmcp-serveropenaiunrealunreal-engine

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 'ivanmurzak-unreal-mcp' -- 'npx' '-y' 'unreal-mcp-cli'

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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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

40 个工具中显示 40 个

文档中列出的工具 (40)

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。

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

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。