UnrealMCP — AI Bridge for Unreal Engine 5
MCP serverDev toolsThis community-built addition lets your AI control the Unreal Engine 5 editor for you. Once it is added, your AI can work with Blueprints, materials, and Niagara directly, so you spend less time clicking through the editor yourself.
Unavailable. This server has no hosted endpoint yet, so ahel can't serve it.
Add it, then ask your AI to make a change in your Unreal Engine 5 project and watch it happen in the editor.
What your AI can do with it
- Control the Unreal Engine 5 editor from your conversation with your AI
- Make changes to Blueprints
- Make changes to materials
- Make changes to Niagara effects
From the project's README
As published by aadeshrao123/unreal-mcp in README.md.
Control the Unreal Engine 5 editor from Claude Code, Cursor, Windsurf, or any MCP client. Build materials, wire Blueprint graphs, author Niagara systems, spawn actors, edit data tables and profile performance, all by asking for it. 288 commands across 15 categories, no leaving your terminal.
This is the community edition
It is stable and feature complete for what it covers. It is not abandoned, and it is not in active development either: new subsystem work now goes into CodeFizz Editor Agent, the maintained commercial build. Everything here keeps working, issues still get read, and the MIT licence is permanent.
If you want Control Rig, PCG, Sequencer, Mutable, Procedural Vegetation, audio and MetaSounds, Behavior Trees and EQS, or packaged binaries for UE 5.6 / 5.7 / 5.8, that lives in Pro.
Community edition vs Pro
| Community (this repo) | CodeFizz Editor Agent (Pro) | |
|---|---|---|
| Commands | 288 | 900+ |
| Categories | 15 | 28 |
| Engine support | Build it yourself | 5.6, 5.7, 5.8 |
| Blueprints, Materials, Niagara, StateTree | Yes | Yes, and deeper |
| Control Rig, PCG, Sequencer | No | Yes |
| Mutable, Procedural Vegetation | No | Yes |
| Audio, MetaSounds, Sound Cues | No | Yes |
| Behavior Trees, EQS | No | Yes |
| Insights profiling | Basic | Full trace analysis |
| Install | Clone, build, configure | One command, no compiler needed |
| Updates | Community pace | Shipped continuously |
| Support | GitHub issues | Priority, private Discord |
See the full command list → · Docs · 3 day free trial
Already on UE 5.8? Epic now ships a first-party MCP server in 5.8 (Experimental, localhost only). It is worth trying before you buy anything. This repo and Pro both also cover 5.6 and 5.7, which Epic's does not.
Two ways to use this repo
| CLI | MCP Server | |
|---|---|---|
| Install | npm install -g unrealcli | pip install unrealmcp |
| Dependencies | None (single binary) | Python 3.10+ |
| Works with | Claude Code (via Bash) | Claude Code, Cursor, Windsurf, VS Code, Gemini CLI, Rider, Zed, Amazon Q |
| Protocol | Direct TCP | MCP over stdio |
Both talk to the same C++ plugin inside the editor. Use whichever fits your workflow, or both.
Quick Start
Option A: CLI (Recommended for Claude Code)
# 1. Install
npm install -g unrealcli
# 2. Go to any UE5 project and install the plugin
cd YourProject/
ue-cli init
# 3. Open the editor, then verify
ue-cli health_check
That's it. No Python, no config files, no MCP setup.
Option B: MCP Server (For Cursor, Windsurf, etc.)
# 1. Clone the plugin into your project
git clone https://github.com/aadeshrao123/Unreal-MCP.git Plugins/UnrealMCP
# 2. Install the Python MCP server
pip install unrealmcp
# 3. Add to your AI tool's config (see MCP Setup section below)
How It Works
┌──────────────────────────────────────────┐
│ Unreal Engine 5 Editor │
│ │
│ C++ Plugin (UnrealMCPBridge) │
│ TCP server on localhost:55557 │
│ 288 commands: materials, blueprints, │
│ niagara, statetree, actors, data │
│ tables, profiling, and more │
└──────────────┬───────────────────────────┘
│ TCP/JSON
┌──────────────┴───────────────────────────┐
│ │
┌─────────┴─────────┐ ┌─────────┴──────────┐
│ CLI (ue-cli) │ │ MCP Server │
│ Go binary │ │ Python (unrealmcp)│
│ Direct TCP │ │ stdio → TCP │
│ │ │ │
│ Claude Code │ │ Cursor, Windsurf, │
│ (via Bash tool) │ │ VS Code, Rider... │
└───────────────────┘ └────────────────────┘
The C++ plugin runs inside the editor and exposes 288 commands over TCP. The CLI and MCP server are two different front doors to the same plugin.
CLI Reference
Installation
# From npm (recommended)
npm install -g unrealcli
# Or download binary directly from GitHub Releases
# https://github.com/aadeshrao123/Unreal-MCP/releases
Platforms: Windows (x64), macOS (Intel + Apple Silicon), Linux (x64 + ARM64)
Setup
# Navigate to your UE5 project
cd MyProject/
# Install the C++ plugin (one-time)
ue-cli init
# → Creates Plugins/UnrealMCP/ with C++ source
# → Patches .uproject to enable the plugin
# → Open editor to compile, then you're ready
# Verify everything works
ue-cli doctor
Usage
# Every command follows this pattern:
ue-cli <command> [--flag value]
# Examples:
ue-cli health_check
ue-cli find_assets --class-type material --path /Game
ue-cli spawn_actor --name MyCube --type StaticMeshActor --location "[0,0,100]"
ue-cli get_data_table_rows --data-table-path /Game/Data/DT_Items
ue-cli save_all
# For complex params, use --json:
ue-cli build_material_graph --json '{"material_path":"/Game/M_Test","nodes":[...],"connections":[...]}'
# Or pipe from stdin:
echo '{"material_path":"/Game/M_Test","nodes":[...]}' | ue-cli build_material_graph --json -
Help & Discovery
# See all commands grouped by category
ue-cli --help
# See flags for a specific command
ue-cli find_assets --help
# Dump all commands with descriptions, flags, and examples (for AI assistants)
ue-cli list_commands
Global Flags
| Flag | Description |
|---|---|
--port <int> | TCP port override (default: auto-discover from port file) |
--timeout <int> | Timeout in seconds (default: 30, large ops: 300) |
--json <string> | Full params as JSON string (use - for stdin) |
--version | Print version |
Key Commands
Assets
ue-cli find_assets --class-type material --path /Game/Materials
ue-cli list_assets --path /Game --class-filter blueprint
ue-cli get_asset_properties --asset-path /Game/Materials/M_Base
ue-cli import_asset --source-file "C:/Art/texture.png" --destination-path /Game/Textures
ue-cli save_asset --asset-path /Game/Materials/M_Base
ue-cli save_all
Blueprints
ue-cli create_blueprint --name BP_MyActor --parent-class Actor
ue-cli add_component_to_blueprint --blueprint-path /Game/BP_MyActor --component-class StaticMeshComponent
ue-cli add_event_node --blueprint-name BP_MyActor --event-name BeginPlay
ue-cli compile_blueprint --blueprint-name BP_MyActor
ue-cli read_blueprint_content --blueprint-path /Game/BP_MyActor
Materials
ue-cli create_material --name M_Red --path /Game/Materials
ue-cli build_material_graph --material-path /Game/Materials/M_Red \
--nodes '[{"type":"Constant3Vector","pos_x":-400,"properties":{"Constant":"(R=1,G=0,B=0)"}}]' \
--connections '[{"from_node":0,"to_node":"material","to_pin":"BaseColor"}]'
ue-cli create_material_instance --parent-path /Game/Materials/M_Base --name MI_Red
Data Tables
ue-cli get_data_table_schema --data-table-path /Game/Data/DT_Items
ue-cli get_data_table_rows --data-table-path /Game/Data/DT_Items
ue-cli add_data_table_row --data-table-path /Game/Data/DT_Items --row-name CopperOre \
--data '{"DisplayName":"Copper Ore","StackSize":100}'
ue-cli update_data_table_row --data-table-path /Game/Data/DT_Items --row-name CopperOre \
--data '{"StackSize":200}'
Actors & Level
ue-cli get_actors_in_level
ue-cli spawn_actor --name MyCube --type StaticMeshActor --location "[0,0,100]"
ue-cli spawn_blueprint_actor --blueprint-path /Game/BP_MyActor --location "[500,0,0]"
ue-cli find_actors_by_name --pattern "Light"
ue-cli get_world_info
ue-cli take_screenshot
Performance Profiling
# Record → Stop → Analyze
ue-cli performance_start_trace --channels "cpu,gpu,frame"
# ... play the game ...
ue-cli performance_stop_trace
ue-cli performance_analyze_insight --query diagnose
ue-cli performance_analyze_insight --query flame --count 20
ue-cli performance_analyze_insight --query search --filter "ConveyorProcessor"
Enhanced Input
ue-cli create_input_action --asset-path /Game/Input/IA_Jump --value-type Boolean
ue-cli create_input_mapping_context --asset-path /Game/Input/IMC_Default
ue-cli add_key_mapping --context-path /Game/Input/IMC_Default --action-path /Game/Input/IA_Jump --key SpaceBar
Niagara VFX
# Create a system from an emitter template, then tweak it
ue-cli create_niagara_system --asset-path /Game/VFX/NS_Sparks \
--template "/Niagara/DefaultAssets/FX_Sparks.FX_Sparks"
ue-cli get_niagara_system_info --asset-path /Game/VFX/NS_Sparks
ue-cli set_niagara_module_input --asset-path /Game/VFX/NS_Sparks \
--emitter-name Sparks --stack SpawnStack \
--module-name "Spawn Rate" --input-name SpawnRate --value 250
ue-cli compile_niagara_system --asset-path /Game/VFX/NS_Sparks
# Spawn it in the level
ue-cli spawn_niagara_effect --asset-path /Game/VFX/NS_Sparks --location "[0,0,200]"
StateTree
# Create a StateTree, add a state with a task, compile
ue-cli create_statetree --asset-path /Game/AI/ST_Enemy
ue-cli add_statetree_state --asset-path /Game/AI/ST_Enemy --state-name Patrol
ue-cli add_statetree_task --asset-path /Game/AI/ST_Enemy \
--state-name Patrol --task-type "MassEnemyNestPatrolTask"
ue-cli add_statetree_transition --asset-path /Game/AI/ST_Enemy \
--from-state Patrol --trigger OnEvent --event-tag "Enemy.SeePlayer"
ue-cli compile_statetree --asset-path /Game/AI/ST_Enemy
Mass Config Traits (Surgical Editing)
# Modify a single trait property without touching the rest of the trait array
ue-cli get_mass_config_traits --asset-path /Game/Mass/Enemy_Config
ue-cli set_mass_config_trait_property --asset-path /Game/Mass/Enemy_Config \
--trait-class MassMovementTrait --property-name MaxSpeed --property-value 600
Widgets (UMG)
ue-cli get_widget_tree --widget-blueprint-path /Game/UI/WBP_HUD
ue-cli add_widget --widget-blueprint-path /Game/UI/WBP_HUD --widget-class TextBlock \
--parent-widget-name RootCanvas --widget-name TitleText \
--widget-properties '{"Text":"Hello World"}'
Diagnostics
# Check entire setup
ue-cli doctor
# Output:
# [ok] Project MyProject/MyProject.uproject
# [ok] Plugin directory Plugins/UnrealMCP/ exists
# [ok] Plugin source Source/UnrealMCPBridge/ exists
# [ok] UProject entry UnrealMCP plugin listed and enabled
# [ok] Port file port 55557
# [ok] TCP connection Connected to 127.0.0.1:55557
# [ok] Health check Bridge is responsive
# All checks passed. ue-cli is ready to use.
MCP Server Setup
For AI tools that use the Model Context Protocol (Cursor, Windsurf, VS Code, etc.).
Requirements
- Unreal Engine 5.7 (tested on 5.7, may work on earlier 5.x versions)
- Python 3.10+
- UE5 Plugins (enabled automatically by the
.uplugin):PythonScriptPluginEditorScriptingUtilitiesEnhancedInput
Install
pip install unrealmcp
Setup Script (Alternative to Manual Config)
The setup script installs the unrealmcp pip package and creates the MCP config for your AI tool automatically.
Windows:
cd Plugins\UnrealMCP
install.bat
macOS / Linux:
cd Plugins/UnrealMCP
bash install.sh
The script asks where to create the MCP config:
| Scope | What it does | When to use |
|---|---|---|
| Project | Creates config next to your .uproject | Only want UnrealMCP in this project |
| Global | Creates config in your user folder | Want UnrealMCP in all projects |
Configure Your AI Tool
{
"mcpServers": {
"unreal": {
"type": "stdio",
"command": "unrealmcp"
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"servers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
{
"servers": [
{
"name": "unreal",
"command": "unrealmcp"
}
]
}
{
"context_servers": {
"unreal": {
"source": "custom",
"command": { "path": "unrealmcp" }
}
}
}
{
"mcpServers": {
"unreal": {
"command": "unrealmcp"
}
}
}
All 288 Commands
| Category | Count | Highlights |
|---|---|---|
| Core | 2 | health_check, execute_python |
| Asset Management | 16 | find/list/import/duplicate/rename/delete/save |
| Blueprints | 22 | create, compile, variables, functions, graph nodes |
| Materials | 35 | create, build_material_graph, material functions, Substrate |
| Data Tables | 8 | full CRUD on rows + schema introspection |
| Data Assets | 12 | data assets + surgical Mass Config trait editing |
| Actors & Level | 19 | spawn, transform, properties, screenshot |
| Enhanced Input | 21 | actions, mapping contexts, triggers, modifiers |
| Widgets — UMG | 11 | widget tree, add/move/rename, slot props |
| Niagara VFX | 96 | systems, emitters, stack bindings (nested), scratch pad authoring, graph CRUD, DI member functions, source-menu discovery |
| StateTree | 33 | states, tasks, evaluators, transitions, conditions, bindings |
| Performance Profiling | 3 | record .utrace + smart analysis (diagnose/spikes/flame) |
| Debug | 2 | token tracking, debug toggle |
Core (2)
| Command | Description |
|---|---|
health_check | Verify the bridge is running |
execute_python | Run arbitrary Python in the editor |
Asset Management (16)
| Command | Description |
|---|---|
find_assets | Search Asset Registry by class/path/name |
list_assets | List assets in a directory |
get_asset_info | Asset metadata |
get_asset_properties | All editable properties |
set_asset_property | Set a property |
find_references | Find dependents/dependencies |
import_asset | Import external file (PNG, FBX, etc.) |
import_assets_batch | Batch import |
duplicate_asset | Copy to new location |
rename_asset | Rename/move (auto-fix references) |
delete_asset | Delete (checks references) |
save_asset / save_all | Save dirty assets |
open_asset | Open in editor |
sync_browser | Navigate Content Browser |
get_selected_assets | Currently selected assets |
Blueprints (22)
| Command | Description |
|---|---|
search_parent_classes | Find valid parent classes |
create_blueprint | Create from any parent class |
compile_blueprint | Compile |
read_blueprint_content | Full structure readout |
analyze_blueprint_graph | Graph analysis |
add_component_to_blueprint | Add component |
create/get/set_blueprint_variable | Variable management |
set_blueprint_variable_properties | Modify variable settings |
create/delete/rename_blueprint_function | Function management |
add_function_input/output | Function parameters |
get_blueprint_function_details | Function inspection |
get/set_blueprint_class_defaults | CDO properties |
add_blueprint_node | Add graph node (23+ types) |
add_event_node | Add event (BeginPlay, Tick, etc.) |
connect_blueprint_nodes | Wire nodes together |
delete_blueprint_node | Remove node |
set_blueprint_node_property | Edit node properties |
Materials (35)
| Command | Description |
|---|---|
create_material | Create with blend/shading mode |
create_material_instance | Create with parameter overrides |
build_material_graph | Build complete node graph atomically |
get_material_info | Inspect properties/params/textures |
set_material_properties | Bulk-set material properties |
add/delete/move/duplicate_material_expression | Manage nodes |
connect_material_expressions | Wire nodes |
set_material_expression_property | Set node property |
disconnect_material_expression | Break connection |
layout_material_expressions | Auto-layout |
recompile_material | Force recompile |
get_material_errors | Compilation errors |
get/set_material_instance_parameter | MI parameter overrides |
list_material_expression_types | Discover node types |
get_expression_type_info | Node pins & properties |
search_material_functions | Find Material Functions |
validate_material_graph | Diagnose issues |
trace_material_connection | Trace data flow |
cleanup_material_graph | Remove orphaned nodes |
add_material_comments | Comment boxes |
create/get_material_function | Material Function management |
build_material_function_graph | Build MF graph |
add/set_material_function_input/output | MF pins |
validate/cleanup_material_function | MF diagnostics |
apply_material_to_actor/blueprint | Apply materials |
get_available_materials | List materials |
get_actor/blueprint_material_info | Material slot info |
Data Tables (8)
| Command | Description |
|---|---|
get_data_table_schema | Column names and types |
get_data_table_rows / get_data_table_row | Read rows |
add_data_table_row | Add with initial data |
update_data_table_row | Partial update |
delete_data_table_row | Delete row |
duplicate_data_table_row | Copy row |
rename_data_table_row | Rename row |
Data Assets (12)
| Command | Description |
|---|---|
create_data_asset | Create any UDataAsset subclass |
get/set_data_asset_property(ies) | Read/write properties (single or batch) |
list_data_assets | Browse by path/class |
list_data_asset_classes | Discover all loaded UDataAsset subclasses |
get_property_valid_types | Valid dropdown values for a property slot |
search_class_paths | Find class paths |
get_mass_config_traits | Inspect all traits on a Mass Entity Config asset |
add_mass_config_trait | Append a new trait to a Mass Config (non-destructive) |
set_mass_config_trait_property | Surgical in-place edit of a single trait property — never replaces the Traits array |
remove_mass_config_trait | Remove a single trait by index or class without affecting siblings |
Actors & Level (19)
| Command | Description |
|---|---|
spawn_actor | Spawn built-in actor types |
spawn_blueprint_actor | Spawn BP actor |
spawn_actor_from_class | Spawn from class name |
get_actors_in_level | List all actors |
find_actors_by_name | Search by name pattern |
get_actor_properties | Read actor properties |
set_actor_transform | Set location/rotation/scale |
delete_actor | Remove from level |
get_selected_actors | Viewport selection |
get_world_info | Level info |
set_static_mesh_properties | Mesh assignment |
set_physics_properties | Physics config |
set_mesh_material_color | Material color |
apply_material_to_actor/blueprint | Apply material |
get_actor/blueprint_material_info | Material slots |
get_available_materials | List materials |
take_screenshot | Capture viewport |
Enhanced Input (21)
| Command | Description |
|---|---|
create_input_action | Create UInputAction |
get/set_input_action_properties | Action properties |
add/remove_input_action_trigger | Action triggers |
add/remove_input_action_modifier | Action modifiers |
list_input_actions | Browse actions |
create_input_mapping_context | Create UInputMappingContext |
get_input_mapping_context | Read mappings |
add/remove/set_key_mapping | Key bindings |
add/remove_mapping_trigger/modifier | Per-mapping overrides |
list_input_mapping_contexts | Browse contexts |
list_trigger_types / list_modifier_types | Discover types |
list_input_keys | Valid key names |
Widgets — UMG (11)
| Command | Description |
|---|---|
get_widget_tree | Widget hierarchy |
add_widget | Add to parent |
remove/move/rename/duplicate_widget | Widget operations |
get/set_widget_properties | Widget properties |
get/set_slot_properties | Layout slot properties |
list_widget_types | Available widget classes |
Niagara VFX (96)
End-to-end Niagara authoring — read the full stack, mutate any binding (top-level or nested), author scratch-pad dynamic inputs from scratch, spawn arbitrary graph nodes including data-interface member functions, and discover every valid option the editor's dropdowns expose. Built on Niagara's exported ViewModel / Stack Graph APIs with safe replication of non-exported helpers.
Systems
| Command | Description |
|---|---|
create_niagara_system | Create from emitter template or empty |
get_niagara_system_info | System metadata, emitters, parameters |
list_niagara_systems | Browse Niagara systems by path |
delete_niagara_system | Delete a system |
compile_niagara_system | Force recompile |
set_niagara_system_property | Set top-level system property |
get_niagara_system_errors | Compilation errors / warnings |
get_niagara_particle_stats | Per-emitter particle stats |
get/set_niagara_playback_range | Preview playback range |
Shortened here. Read the whole README on GitHub.
Signals
- GitHub stars
- 38
- Forks
- 8
- Last commit
- Aug 2026
Advanced
- Delivery
- unreal-mcp MCP server → your ahel gateway (mcp.ahel.ai) → every connected AI client.
- Catalog kind
- mcp-server
- Gateway key
io-github-aadeshrao123-unreal-mcp- Source
- github.com/aadeshrao123/unreal-mcp