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Unreal-MCP

Drive the Unreal Editor from an AI client — spawn actors, build Blueprints, compile C++ and screenshot the viewport back.

by IvanMurzak ↗3D, CAD & Game EnginesCommunity

LABSCO 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/list so they never spend tokens
  • Actors and components (13): actor-create, actor-find, actor-modify, actor-set-parent, actor-component-add, object-get-data, object-modify and the rest
  • Blueprints (11): blueprint-create, blueprint-get for a graph summary, blueprint-add-variable, blueprint-add-function, blueprint-add-event, blueprint-set-default, blueprint-spawn, and blueprint-compile which returns a structured error and warning list
  • Assets (11): asset-find over the AssetRegistry, asset-import for FBX and textures, asset-material-create and asset-material-modify
  • Editor and reflection (9): editor-application-set-state to start and stop Play-In-Editor, console-get-logs, console-run-command, reflection-method-find and reflection-method-call to 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-compile with a structured error report — all file operations jailed to the project's Source directory
  • Screenshots (4): screenshot-viewport, screenshot-game-view, screenshot-camera and screenshot-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