actor-createLABSCO SUMMARY
Compile errors come back structured — that is the loop that makes it work.
blueprint-compile and source-compile returning a parsed error and warning list rather than console text is what turns this from a remote control into something an agent can iterate with: make the change, compile, read what broke, fix it. The screenshot family closes the same loop visually, returning PNG image content the model can actually inspect. Two limits to plan around: pixel capture needs a GPU-backed editor and returns a structured error under headless -nullrhi, and capture dimensions are clamped at 2048 per side.
What it is
An Unreal Engine plugin plus a bridge that exposes the editor as MCP tools. Tool ids are kebab-case and grouped into families, matching the naming used by the same author's Unity and Godot plugins.
What you get
- 61 built-in tools across 7 families, plus 3 system tools deliberately kept out of
tools/listso they never spend tokens - Actors and components (13):
actor-create,actor-find,actor-modify,actor-set-parent,actor-component-add,object-get-data,object-modifyand the rest - Blueprints (11):
blueprint-create,blueprint-getfor a graph summary,blueprint-add-variable,blueprint-add-function,blueprint-add-event,blueprint-set-default,blueprint-spawn, andblueprint-compilewhich returns a structured error and warning list - Assets (11):
asset-findover the AssetRegistry,asset-importfor FBX and textures,asset-material-createandasset-material-modify - Editor and reflection (9):
editor-application-set-stateto start and stop Play-In-Editor,console-get-logs,console-run-command,reflection-method-findandreflection-method-callto discover and invoke UFunctions - Levels (7):
level-create,level-open,level-save,level-get-data,level-list-loaded(World-Partition aware) - C++ source (6):
source-read,source-create-class,source-update,source-compilewith a structured error report — all file operations jailed to the project's Source directory - Screenshots (4):
screenshot-viewport,screenshot-game-view,screenshot-cameraandscreenshot-isolated, returned as base64 PNG image content the model can look at - Every tool can be enabled or disabled individually from the MCP Tools window in the editor
Requirements
Unreal Engine 5.5 or newer — developed and CI-tested against 5.7, verified on 5.8 — and a C++ Unreal project, since the plugin builds an editor module. The current install path is the npm package unreal-mcp-cli, version 0.16.0: npm install -g unreal-mcp-cli, then install-plugin, login against ai-game.dev, and open. Node.js ^20.19.0 || >=22.12.0 is needed for the CLI. A Fab / Epic Marketplace listing with precompiled per-engine binaries is announced but not yet live.
Setup effort
Follow the published steps — npm install -g unreal-mcp-cli
USE CASES
Building a Blueprint by describing it
Create the class, add variables, functions and events, compile, and fix what the error list reports.
Populating a level
Spawn actors from class paths, set their transforms and parents, and save the level.
Letting the model see what it made
Capture the viewport or render one actor in isolation, and get the PNG back inline.
Working on the C++ side
Scaffold a class, edit the source, compile through Live Coding, and read the structured errors.
Debugging a play session
Start Play-In-Editor, read the captured logs, and run a console command against it.
61 tools
Listed in project docs. Your client may show a different list.
actor-destroyactor-duplicateactor-findactor-modifyactor-set-parentactor-component-addactor-component-destroyactor-component-getactor-component-modifyactor-component-list-allobject-get-dataobject-modifyblueprint-createblueprint-getblueprint-add-componentblueprint-remove-componentblueprint-add-variableblueprint-modify-variableblueprint-set-defaultblueprint-add-functionblueprint-add-eventblueprint-compileblueprint-spawnasset-findasset-get-dataasset-create-folderasset-copyasset-moveasset-deleteasset-refreshasset-material-createasset-material-modifyasset-material-get-dataasset-importeditor-application-get-stateeditor-application-set-stateeditor-selection-geteditor-selection-setconsole-get-logsconsole-clear-logsconsole-run-commandreflection-method-findreflection-method-calllevel-createlevel-openlevel-savelevel-get-datalevel-list-loadedlevel-set-currentlevel-unload-sublevelsource-readsource-create-classsource-updatesource-deletesource-listsource-compilescreenshot-viewportscreenshot-game-viewscreenshot-camerascreenshot-isolatedBEFORE YOU INSTALL
What to know first
Tools you get
61 tools named in the project's documentation.
Requires
- Unreal Engine 5.5+ with a C++ Unreal project
- Node.js ^20.19.0 || >=22.12.0
- npm on PATH
INSTALLATION
Connect your client
Server setup
npm install -g unreal-mcp-cli
unreal-mcp-cli install-plugin ./<YOUR_PROJECT>
unreal-mcp-cli login ./<YOUR_PROJECT>
unreal-mcp-cli open ./<YOUR_PROJECT>MCP Clients
Claude Code
unreal-mcp-cli setup-mcp claude-code ./<YOUR_PROJECT>Cursor
unreal-mcp-cli setup-mcp cursor ./<YOUR_PROJECT>