The three-lane split is what makes it usable: documentation tools always answer, headless build and test work with the editor closed, and the editor tools need the plugin loaded — so an agent can read `AActor` before it writes any C++. Two things to set up front: `build_project` and `run_tests` can take 60 seconds or more, so raise your client's tool timeout, and the editor does not auto-save, so end a session with `level_ops` and its save_level operation.
A single Go binary that exposes an Unreal Engine 5.7 project to any MCP client over three paths: headless UnrealEditor-Cmd calls for builds and tests, the built-in Remote Control API for actor properties, and a bundled editor plugin for deep editor work.
- Headless build and test: `build_project` returns a structured error count, `run_tests` returns per-test pass and fail detail, `cook_project` packages content
- Actors: `get_level_actors`, `spawn_actor`, `move_actor`, `get_property`, `set_property`, `call_function`
- Blueprints: `blueprint_query` to inspect variables, functions, graphs and pins, `blueprint_modify` to change and compile them; `anim_blueprint_query` and `anim_blueprint_modify` for state machines
- Materials, Niagara, PCG, GAS, ISM, textures and DataTables, each behind one operation-style tool such as `material_ops` or `niagara_ops`
- `capture_viewport` returns a screenshot the model can actually look at; `pie_control` and `player_control` drive a Play In Editor session
- `lookup_docs` and `lookup_class` search a local UE 5.7 documentation index and work with no editor running
Go 1.25+ to install, Unreal Engine 5.7, the built-in Remote Control API plugin enabled (HTTP on port 30010), and the MCPUnreal editor plugin copied into your project's Plugins folder (port 8090). Set `MCP_UNREAL_PROJECT` to your .uproject path and `UE_EDITOR_PATH` to UnrealEditor-Cmd, then run `mcp-unreal --build-index` once to build the documentation index.
One command — go install github.com/remiphilippe/mcp-unreal/cmd/mcp-unreal@latest
