Reverse engineer anything with agents, from app behavior down to native binaries.
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 serverclaude mcp add --transport http chir24-unreal-mcp https://server.smithery.ai/@ChiR24/unreal_mcp/mcpButtons 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{
"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.
README excerpt
Read full README on GitHub →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
devbranch and npmunreal-engine-mcp-server@beta. The previous stable release, 0.5.30 (npmlatest), 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:
Similar plugs
The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.
Build Agentic workflows, RAG pipelines, with rich AI model and tool support on one collaborative workspace. Deploy on cloud, VPC, or self-hosted, so teams move from prototype…
User-friendly AI Interface (Supports Ollama, OpenAI API, ...)
A cross-platform desktop All-in-One assistant for Claude Code, Codex, OpenCode, OpenClaw, Grok Build & Hermes Agent. Only official website: ccswitch.io