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Unreal mcp

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…

Install: claude mcp add --transport http chir24-unreal-mcp https://server.smithery.ai/@ChiR24/unreal_mcp/mcp

Works with Claude Code · 943 GitHub stars

Install

One-click install

Remote server
Claude Code (no install link, copy and run)
$claude mcp add --transport http chir24-unreal-mcp https://server.smithery.ai/@ChiR24/unreal_mcp/mcp

Buttons open the app on your computer and ask you to confirm before anything is added.

$claude mcp add --transport http chir24-unreal-mcp https://server.smithery.ai/@ChiR24/unreal_mcp/mcp
mcp.json (Cursor, Claude Desktop, Windsurf)
{
  "mcpServers": {
    "chir24-unreal-mcp": {
      "url": "https://server.smithery.ai/@ChiR24/unreal_mcp/mcp"
    }
  }
}

Install command taken from the project's README or registry entry. Always review code before running it.

EngineWire

EngineWire connects Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor, and let it build levels, Blueprints, UI, materials, effects and more, through a native C++ editor plugin.

🧭 One tool, over 400 capabilities  ·  ⚙️ Native C++ editor plugin  ·  🌐 HTTP or stdio  ·  🔐 Local and token-protected by default  ·  🎮 Unreal Engine 5.0 – 5.8

🚀 Quick Start  ·  📖 Wiki  ·  📦 Releases  ·  💬 Discussions

📌 Which version is this? This README describes the 0.6 line: the dev branch and npm unreal-engine-mcp-server@beta. The previous stable release, 0.5.30 (npm latest), exposes 23 separate tools instead of one; see Upgrading from 0.5.x.

Contents · What it does · How it works · Quick start · The unreal tool · Configuration · Security · Engine plugins · Docker · Documentation · Development · Community


What it does

🏗️ Levels and actors Spawn one actor or hundreds in a single call, place and attach them, find the ones sunk into the floor, and load, stream and save levels.

🧩 Blueprints and UI Create Blueprints, variables and components, build whole event graphs in one batch, and lay out UMG widgets, with a preview image to check them.

🎨 Materials and worlds Material graphs and instances, procedural textures, lighting, landscapes, foliage, Niagara effects and PCG graphs.

🕹️ Gameplay Characters and animation, Gameplay Ability System, AI (Behavior Trees, State Trees, EQS), inventory, networking and Enhanced Input.

🎬 Cinematics and audio Level Sequences, cameras, Movie Render Queue and Take Recorder; Sound Cues and MetaSounds.

🧪 Play and verify Run Play-In-Editor with synthetic input, take screenshots the model can see, read logs, profile, run Python, and package builds.

Nearly 400 capabilities in all, behind a single MCP tool. The assistant finds them by searching in plain words, so nobody has to learn their names. The full list is the generated Action Reference.

A platformer level built with the MCP, in Unreal Editor 5.8. Bottom right: the plugin's status, MCP :3000 (1), meaning the native server is running on port 3000 with one client connected.

How it works

The EngineWire plugin runs inside the editor and does all the work, on the editor's game thread. Clients reach it in one of two ways, and both expose the same single tool, unreal:

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