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Unreal_mcp

ChiR24 · ChiR24/Unreal_mcp

Cho phép các tác nhân AI điều khiển Unreal Engine 5 thông qua một plugin C++ gốc để xây dựng level, Blueprint, UI, vật liệu và hiệu ứng.

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through the native C++ Automation Bridge plugin. Built with TypeScript and C++.

903 sao171Giấy phép: MITCập nhật 13 ngày trước0 lượt mở

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Bạn có thể làm gì với nó

  • Tạo toàn bộ các level game với các diễn viên, ánh sáng và tài sản môi trường.
  • Tự động hóa việc tạo các yếu tố UI và Blueprint tương tác của chúng.
  • Thiết kế và áp dụng các đồ thị vật liệu phức tạp và texture tạo sinh trong Unreal.

Đã chạy thử thật · 23 tool

Chúng tôi đã khởi động MCP server này trong máy ảo cách ly, và nó cung cấp các tool sau:

  • manage_tools

    Dynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime. Required: action. Select one enum value, then provide only parameters releva

  • manage_asset

    Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters re

  • manage_blueprint

    Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parame

  • control_actor

    Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by a

  • control_editor

    Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params b

  • manage_level

    Load/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelP

  • build_environment

    Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parame

  • animation_physics

    Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum

  • system_control

    Control the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, th

  • manage_sequence

    Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params

  • inspect

    Inspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blue

  • manage_audio

    Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to

  • manage_geometry

    Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action.

  • manage_pcg

    Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, the

  • manage_effect

    Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters

npx -y unreal-engine-mcp-server · 8/10/2026

Kiểm tra an toàn

An toàn

Không thấy dấu hiệu rủi ro trong các file đã quét.

Quét tự động các file trong repo. Luôn xem lại code trước khi chạy.

Trích từ README

Connect Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor, and let it build levels, Blueprints, UI, materials, effects and more, through a native C++ editor plugin.

🧭 One tool, nearly 400 capabilities  ·  ⚙️ Native C++ editor plugin  ·  🌐 HTTP or stdio  ·  🔐 Local and token-protected by default  ·  🎮 Unreal Engine 5.0 – 5.8

🚀 Quick Start  ·  📖 Wiki  ·  📦 Releases  ·  💬 Discussions

📌 Which version is this? This README describes the 0.6 line: the dev branch and npm unreal-engine-mcp-server@beta. The previous stable release, 0.5.30 (npm latest), exposes 23 separate tools instead of one; see Upgrading from 0.5.x.

Contents · What it does · How it works · Quick start · The unreal tool · Configuration · Security · Engine plugins · Docker · Documentation · Development · Community


What it does

🏗️ Levels and actors Spawn one actor or hundreds in a single call, place and attach them, find the ones sunk into the floor, and load, stream and save levels.

🧩 Blueprints and UI Create Blueprints, variables and components, build whole event graphs in one batch, and lay out UMG widgets, with a preview image to check them.

🎨 Materials and worlds Material graphs and instances, procedural textures, lighting, landscapes, foliage, Niagara effects and PCG graphs.

🕹️ Gameplay Characters and animation, Gameplay Ability System, AI (Behavior Trees, State Trees, EQS), inventory, networking and Enhanced Input.

🎬 Cinematics and audio Level Sequences, cameras, Movie Render Queue and Take Recorder; Sound Cues and MetaSounds.

🧪 Play and verify Run Play-In-Editor with synthetic input, take screenshots the model can see, read logs, profile, run Python, and package builds.

Nearly 400 capabilities in all, behind a single MCP tool. The assistant finds them by searching in plain words, so nobody has to learn their names. The full list is the generated Action Reference.

A platformer level built with the MCP, in Unreal Editor 5.8. Bottom right: the plugin's status, MCP :3000 (1), meaning the native server is running on port 3000 with one client connected.

How it works

The MCP Automation Bridge plugin runs inside the editor and does all the work, on the editor's game thread. Clients reach it in one of two ways, and both expose the same single tool, unreal:

🌐 Route A · Native HTTP🧩 Route B · stdio
PathClient → the plugin's Streamable HTTP server at http://127.0.0.1:3000/mcpClient → unreal-engine-mcp-server (Node.js, stdio) → the plugin's WebSocket on 127.0.0.1:8090
Node.jsNot needed20.19 or later
Capability tokenThe client sends it in the X-MCP-Capability-Token headerRead from the project, given UE_PROJECT_PATH
Best forClaude Code, Cursor, VS Code, and several clients sharing one editorClaude Desktop, and clients that only launch local commands

Everything listens on 127.0.0.1 and requires the project's capability token unless you change it.

Quick start

The Quick Start page walks through this with screenshots. You need Unreal Engine 5.0 to 5.8 and a project with C++ code; a Blueprint-only project can use prebuilt binaries.

1. Add the plugin

Download McpAutomationBridge-plugin-<version>.zip from the newest v0.6 pre-release on the Releases page, and copy the McpAutomationBridge folder it contains into your project:

MyGame/Plugins/McpAutomationBridge/

Or use a clone of this repository: copy plugins/McpAutomationBridge/, or reference the folder from your .uproject with "AdditionalPluginDirectories": ["C:/Path/To/Unreal_mcp/plugins"].

Open the project and let Unreal rebuild the plugin. When it's loaded, the status bar shows MCP off. If you see "Engine modules cannot be compiled at runtime", build the project once in Visual Studio, Rider or Xcode. More in Installation.

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

Prebuilt binaries (Blueprint-only projects, teams)

Build the plugin once on a machine with the engine and a compiler, then hand out the zip. No compiler is needed on the target machine:

node scripts/package-plugin.mjs "C:/Program Files/Epic Games/UE_5.7"

This writes build/McpAutomationBridge-v<version>-UE5.7-.zip, where <version> is the package.json version (currently 0.6.0-beta-c). Unzip it into YourProject/Plugins/. Binaries only work with the engine minor and platform they were built for: a 5.6 build won't load in 5.5, 5.7 or 5.8.

2. Connect your client

Route A · Native HTTP (no Node.js)

  1. In Edit › Project Settings › Plugins › MCP Automation Bridge, tick Enable Native MCP Server (port 3000 by default), then restart the editor. The status bar now reads MCP :3000 (0).

  2. Read the capability token the plugin generated: <YourProject>/Saved/MCP/capability-token. Treat it like a password.

  3. Add the server to your client and send the token in the X-MCP-Capability-Token header. Claude Code:

    claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp --header "X-MCP-Capability-Token: <token>"
    

    Or in a project .mcp.json (Claude Code), r

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