unreal-mcp

MCP.Pizza Chef: chongdashu

Describe what you want in the editor and it happens: drop in cubes, lights, and cameras, move and resize them, swing the viewport around, create Blueprint classes, attach components, and wire up event nodes. It works with Cursor, Windsurf, and Claude Desktop. The authors label it experimental, and getting there is genuine work. You need Unreal Engine 5.5 or newer, Python 3.12, and you have to compile the bundled plugin into your project yourself.

Unmaintained · No commits in 17 months.
Coding
Images/Design

Use This MCP server To

Place a row of lights in my level by describing it Create a Blueprint class with the components I name Move and resize actors without hunting through menus Point the viewport camera at a specific actor List everything currently sitting in the level Set up player input mappings by asking for them

README

Model Context Protocol for Unreal Engine

unreal-mcp

License: MIT Unreal Engine Python Status

This project enables AI assistant clients like Cursor, Windsurf and Claude Desktop to control Unreal Engine through natural language using the Model Context Protocol (MCP).

⚠️ Experimental Status

This project is currently in an EXPERIMENTAL state. The API, functionality, and implementation details are subject to significant changes. While we encourage testing and feedback, please be aware that:

  • Breaking changes may occur without notice
  • Features may be incomplete or unstable
  • Documentation may be outdated or missing
  • Production use is not recommended at this time

🌟 Overview

The Unreal MCP integration provides comprehensive tools for controlling Unreal Engine through natural language:

Category Capabilities
Actor Management • Create and delete actors (cubes, spheres, lights, cameras, etc.)
• Set actor transforms (position, rotation, scale)
• Query actor properties and find actors by name
• List all actors in the current level
Blueprint Development • Create new Blueprint classes with custom components
• Add and configure components (mesh, camera, light, etc.)
• Set component properties and physics settings
• Compile Blueprints and spawn Blueprint actors
• Create input mappings for player controls
Blueprint Node Graph • Add event nodes (BeginPlay, Tick, etc.)
• Create function call nodes and connect them
• Add variables with custom types and default values
• Create component and self references
• Find and manage nodes in the graph
Editor Control • Focus viewport on specific actors or locations
• Control viewport camera orientation and distance

All these capabilities are accessible through natural language commands via AI assistants, making it easy to automate and control Unreal Engine workflows.

🧩 Components

unreal-mcp FAQ

Which version of Unreal do I need?
Unreal Engine 5.5 or newer, plus Python 3.12 on the same machine.
Can I use this to build out a level by describing it?
Yes. It can create and place actors, set their position and scale, and light the scene on request.
Which assistants work with it?
Cursor, Windsurf, and Claude Desktop, using the same short settings block for each.
Is setup easy?
No. You generate project files, compile the plugin, enable it in the editor, and then set up the Python side.
Do I need to pay for a key?
No. It talks to the copy of Unreal already running on your machine.
Is it stable enough to rely on?
No. The project is openly marked experimental, breaking changes land without notice, and production use is discouraged.
Do I have to start a new project?
No, though a ready-made sample project is included if you want the quickest path.