UnrealMCP — AI Bridge for Unreal Engine 5

MCP serverDev tools

This 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)
Commands288900+
Categories1528
Engine supportBuild it yourself5.6, 5.7, 5.8
Blueprints, Materials, Niagara, StateTreeYesYes, and deeper
Control Rig, PCG, SequencerNoYes
Mutable, Procedural VegetationNoYes
Audio, MetaSounds, Sound CuesNoYes
Behavior Trees, EQSNoYes
Insights profilingBasicFull trace analysis
InstallClone, build, configureOne command, no compiler needed
UpdatesCommunity paceShipped continuously
SupportGitHub issuesPriority, 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

CLIMCP Server
Installnpm install -g unrealclipip install unrealmcp
DependenciesNone (single binary)Python 3.10+
Works withClaude Code (via Bash)Claude Code, Cursor, Windsurf, VS Code, Gemini CLI, Rider, Zed, Amazon Q
ProtocolDirect TCPMCP 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

FlagDescription
--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)
--versionPrint 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):
    • PythonScriptPlugin
    • EditorScriptingUtilities
    • EnhancedInput

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:

ScopeWhat it doesWhen to use
ProjectCreates config next to your .uprojectOnly want UnrealMCP in this project
GlobalCreates config in your user folderWant 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

CategoryCountHighlights
Core2health_check, execute_python
Asset Management16find/list/import/duplicate/rename/delete/save
Blueprints22create, compile, variables, functions, graph nodes
Materials35create, build_material_graph, material functions, Substrate
Data Tables8full CRUD on rows + schema introspection
Data Assets12data assets + surgical Mass Config trait editing
Actors & Level19spawn, transform, properties, screenshot
Enhanced Input21actions, mapping contexts, triggers, modifiers
Widgets — UMG11widget tree, add/move/rename, slot props
Niagara VFX96systems, emitters, stack bindings (nested), scratch pad authoring, graph CRUD, DI member functions, source-menu discovery
StateTree33states, tasks, evaluators, transitions, conditions, bindings
Performance Profiling3record .utrace + smart analysis (diagnose/spikes/flame)
Debug2token tracking, debug toggle

Core (2)

CommandDescription
health_checkVerify the bridge is running
execute_pythonRun arbitrary Python in the editor

Asset Management (16)

CommandDescription
find_assetsSearch Asset Registry by class/path/name
list_assetsList assets in a directory
get_asset_infoAsset metadata
get_asset_propertiesAll editable properties
set_asset_propertySet a property
find_referencesFind dependents/dependencies
import_assetImport external file (PNG, FBX, etc.)
import_assets_batchBatch import
duplicate_assetCopy to new location
rename_assetRename/move (auto-fix references)
delete_assetDelete (checks references)
save_asset / save_allSave dirty assets
open_assetOpen in editor
sync_browserNavigate Content Browser
get_selected_assetsCurrently selected assets

Blueprints (22)

CommandDescription
search_parent_classesFind valid parent classes
create_blueprintCreate from any parent class
compile_blueprintCompile
read_blueprint_contentFull structure readout
analyze_blueprint_graphGraph analysis
add_component_to_blueprintAdd component
create/get/set_blueprint_variableVariable management
set_blueprint_variable_propertiesModify variable settings
create/delete/rename_blueprint_functionFunction management
add_function_input/outputFunction parameters
get_blueprint_function_detailsFunction inspection
get/set_blueprint_class_defaultsCDO properties
add_blueprint_nodeAdd graph node (23+ types)
add_event_nodeAdd event (BeginPlay, Tick, etc.)
connect_blueprint_nodesWire nodes together
delete_blueprint_nodeRemove node
set_blueprint_node_propertyEdit node properties

Materials (35)

CommandDescription
create_materialCreate with blend/shading mode
create_material_instanceCreate with parameter overrides
build_material_graphBuild complete node graph atomically
get_material_infoInspect properties/params/textures
set_material_propertiesBulk-set material properties
add/delete/move/duplicate_material_expressionManage nodes
connect_material_expressionsWire nodes
set_material_expression_propertySet node property
disconnect_material_expressionBreak connection
layout_material_expressionsAuto-layout
recompile_materialForce recompile
get_material_errorsCompilation errors
get/set_material_instance_parameterMI parameter overrides
list_material_expression_typesDiscover node types
get_expression_type_infoNode pins & properties
search_material_functionsFind Material Functions
validate_material_graphDiagnose issues
trace_material_connectionTrace data flow
cleanup_material_graphRemove orphaned nodes
add_material_commentsComment boxes
create/get_material_functionMaterial Function management
build_material_function_graphBuild MF graph
add/set_material_function_input/outputMF pins
validate/cleanup_material_functionMF diagnostics
apply_material_to_actor/blueprintApply materials
get_available_materialsList materials
get_actor/blueprint_material_infoMaterial slot info

Data Tables (8)

CommandDescription
get_data_table_schemaColumn names and types
get_data_table_rows / get_data_table_rowRead rows
add_data_table_rowAdd with initial data
update_data_table_rowPartial update
delete_data_table_rowDelete row
duplicate_data_table_rowCopy row
rename_data_table_rowRename row

Data Assets (12)

CommandDescription
create_data_assetCreate any UDataAsset subclass
get/set_data_asset_property(ies)Read/write properties (single or batch)
list_data_assetsBrowse by path/class
list_data_asset_classesDiscover all loaded UDataAsset subclasses
get_property_valid_typesValid dropdown values for a property slot
search_class_pathsFind class paths
get_mass_config_traitsInspect all traits on a Mass Entity Config asset
add_mass_config_traitAppend a new trait to a Mass Config (non-destructive)
set_mass_config_trait_propertySurgical in-place edit of a single trait property — never replaces the Traits array
remove_mass_config_traitRemove a single trait by index or class without affecting siblings

Actors & Level (19)

CommandDescription
spawn_actorSpawn built-in actor types
spawn_blueprint_actorSpawn BP actor
spawn_actor_from_classSpawn from class name
get_actors_in_levelList all actors
find_actors_by_nameSearch by name pattern
get_actor_propertiesRead actor properties
set_actor_transformSet location/rotation/scale
delete_actorRemove from level
get_selected_actorsViewport selection
get_world_infoLevel info
set_static_mesh_propertiesMesh assignment
set_physics_propertiesPhysics config
set_mesh_material_colorMaterial color
apply_material_to_actor/blueprintApply material
get_actor/blueprint_material_infoMaterial slots
get_available_materialsList materials
take_screenshotCapture viewport

Enhanced Input (21)

CommandDescription
create_input_actionCreate UInputAction
get/set_input_action_propertiesAction properties
add/remove_input_action_triggerAction triggers
add/remove_input_action_modifierAction modifiers
list_input_actionsBrowse actions
create_input_mapping_contextCreate UInputMappingContext
get_input_mapping_contextRead mappings
add/remove/set_key_mappingKey bindings
add/remove_mapping_trigger/modifierPer-mapping overrides
list_input_mapping_contextsBrowse contexts
list_trigger_types / list_modifier_typesDiscover types
list_input_keysValid key names

Widgets — UMG (11)

CommandDescription
get_widget_treeWidget hierarchy
add_widgetAdd to parent
remove/move/rename/duplicate_widgetWidget operations
get/set_widget_propertiesWidget properties
get/set_slot_propertiesLayout slot properties
list_widget_typesAvailable 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
CommandDescription
create_niagara_systemCreate from emitter template or empty
get_niagara_system_infoSystem metadata, emitters, parameters
list_niagara_systemsBrowse Niagara systems by path
delete_niagara_systemDelete a system
compile_niagara_systemForce recompile
set_niagara_system_propertySet top-level system property
get_niagara_system_errorsCompilation errors / warnings
get_niagara_particle_statsPer-emitter particle stats
get/set_niagara_playback_rangePreview 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