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UnrealMotionGraphicsMCP
UE5-UMG-MCP: A deep-focused MCP for Unreal Engine UMG layout. Designed to maximize AI efficiency within limited context windows by prioritizing precision in UI structure,…
Install
git clone https://github.com/winyunq/UnrealMotionGraphicsMCPInstall command taken from the project's README or registry entry. Always review code before running it.
README excerpt
Read full README on GitHub →UMG MCP for Unreal Engine 5.8 Build, inspect, refactor, and version UMG UI through AI agents and MCP tools.
Web Manual
· Install
· MCP Client
· Fab Marketplace
· Discord
UMG MCP turns Unreal Editor UMG work into explicit, reviewable tool calls. An AI agent can create widgets, update layout, wire Blueprint logic, edit materials, drive UMG animation, and round-trip UI files through JSON instead of relying on screenshots or fragile click automation.
The README is the front door. The step-by-step tutorials live in the deployed documentation site:
Why It Exists
| Problem in normal AI UI work | UMG MCP approach |
|---|---|
| Agents guess from screenshots | Agents read the actual widget tree, slots, properties, materials, and graph state |
| UI edits are hard to diff | UMG can be exported, patched, and re-applied as structured JSON |
| Blueprint wiring is click-heavy | BlueCode and MCP commands create nodes, pins, references, and links directly |
| Long chat history wastes context | Fab edition adds production packaging and context-management work for larger sessions |
Blueprint API Status (Transitional)
BlueCode now separates attention-compressed semantic reads from round-trip/debug evidence. Union writes support graph revisions, source maps, dry-run plans, LCS right-anchor insertion, safe append, and rollback on failure. It is still transitional: complete structured CFG recovery and editing for nested branches, loops, Sequence/Switch, latent nodes, and arbitrary irreducible graphs remains v2 work. Low-level node commands are compatibility execution primitives, not the BlueCode language.
Install
UMG MCP currently targets Unreal Engine 5.8 on Win64. The plugin descriptor in this package is set to EngineVersion: 5.8.0.
Option A: Fab Edition
Use this if you want the shortest install path and the in-editor workflow.
- Open the Fab Marketplace listing.
- Add the plugin to your Epic Games / Unreal Engine library.
- Install it for Unreal Engine 5.8.
- Open your project, enable
UmgMcp, then restart the editor. - Open the plugin settings and configure your model provider. The web manual covers Google OAuth, Gemini API, ZhipuAI, and OpenAI-compatible endpoints.
Option B: Source Edition
Use this if you want to inspect the protocol, develop fixes, or integrate the plugin manually.
cd D:\UE5Project\YourProject
mkdir Plugins
cd Plugins
git clone https://github.com/winyunq/UnrealMotionGraphicsMCP.git UmgMcp
Then open the project in Unreal Engine 5.8 and allow Unreal Build Tool to compile the plugin. If you move the plugin between projects, keep the final folder name as UmgMcp unless you also update your MCP client configuration.
Connect An MCP Client
External MCP clients use the Python server under Resources/Python. Each Unreal Editor instance binds an OS-assigned local port and publishes it to the shared UmgMcp discovery registry. With one editor, the Python front end selects it automatically; with several editors, use list_umg_mcp_servers and connect_umg_mcp to choose the project.
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