The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.
Ue MCP
Complete Unreal Engine development toolkit exposed as MCP tools.
Install
npx ue-mcp initclaude mcp add ue-mcp -- npx ue-mcp init{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": [
"ue-mcp",
"init"
]
}
}
}Install command taken from the project's README or registry entry. Always review code before running it.
README excerpt
Read full README on GitHub →UE-MCP
Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 26 category tools covering 1975+ actions, plus a YAML flow engine for multi-step workflows and an npm plugin system for extending the surface.
That total is 1145+ actions of ue-mcp's own plus Epic's entire native AI Toolset Registry: on UE 5.8+ its 830 official Unreal tools are called in-process and surfaced as epic_* actions in the matching category, Sequencer in animation, PCG in pcg, static meshes in asset.
flowchart LR
AI[AI Assistant] -->|stdio| MCP[MCP ServerTypeScript / Node.js]
MCP -->|WebSocketJSON-RPC| Plugin[C++ Bridge Plugininside Unreal Editor]
Plugin -->|UE API| Editor[Editor Subsystems]
MCP -->|direct fs| FS[Config INIC++ HeadersAsset Listing]
Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, StateTree, GAS, networking, sequencer, build pipeline - all programmable through natural language.
Filesystem reads (INI config, C++ headers, asset listing) work with the editor closed, so an agent can explore the project before anything is running.
Quick Start
npx ue-mcp init
The interactive setup will:
- Find your
.uproject(auto-detects in current directory) - Let you choose which tool categories to enable
- Deploy the C++ bridge plugin to your project
- Enable required UE plugins (Niagara, PCG, GAS, etc.)
- Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor, Codex)
Restart the editor once after setup to load the bridge plugin. To update later, run npx ue-mcp update from the project directory. It updates the npm package, redeploys the C++ plugin and rebuilds it.
Then talk to your AI in plain English:
"Check the UE-MCP connection and tell me what's in the current level."
"Place a point light 300 units above the player start, intensity 5000, warm white."
"Create an emissive material that pulses, and apply it to every cube in the level."
"Build the project in Development and report any compile errors."
If it doesn't connect
npx ue-mcp doctor
Documentation lives at https://ue-mcp.com/docs/, one page per file in docs/, published automatically on release. Link there rather than to a file in this repository.
Most first-run failures are one of three things: the editor hasn't been restarted since init, the bridge plugin failed to compile (check the editor's Output Log for UE_MCP_Bridge), or the editor is open on a different project than the one configured. See Troubleshooting.
Manual Configuration
If you prefer to configure manually, add to your MCP client config:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["-y", "ue-mcp@latest", "C:/path/to/MyGame.uproject"]
}
}
}
See It Work
UE-MCP ships a built-in 19-step demo that builds a complete procedural scene - landscape, PCG scatter, Niagara VFX, materials, lighting, and a playable blueprint - entirely through the bridge:
demo(action="step", stepIndex=1) ... through 19
demo(action="cleanup") restores the level
Nothing is pre-authored. Every asset in the scene is created by the agent at runtime. Full walkthrough: Neon Shrine Demo.
What Can It Do?
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