UnrealMCP

MCP.Pizza Chef: kvick-games

Built as an unofficial plugin for Unreal Engine 5.5, this hands scene-building chores to Claude Desktop: spawning objects, changing their position and size, reading back what is in the scene, applying materials, and running Python inside the editor. The author calls it a work in progress and warns that an assistant let loose on a project can delete or overwrite work, so use source control and test on a copy first. It is Windows only, and the last code change landed in June 2025.

Unmaintained · no code changes since June 2025
Coding
Images/Design

Use This MCP server To

Block out a rough scene layout by describing it Drop a row of cubes into the level without clicking Ask what objects are currently in the open scene Move and resize an object by saying where it should go Run a small Unreal Python task without writing it myself

README

UnrealMCP Plugin

Discord

VERY WIP REPO

I'm working on adding more tools now and cleaning up the codebase, I plan to allow for easy tool extension outside the main plugin

This is very much a work in progress, and I need to clean up a lot of stuff!!!!!

Also, I only use windows, so I don't know how this would be setup for mac/unix

Overview

UnrealMCP is an Unofficial Unreal Engine plugin designed to control Unreal Engine with AI tools. It implements a Machine Control Protocol (MCP) within Unreal Engine, allowing external AI systems to interact with and manipulate the Unreal environment programmatically.

I only just learned about MCP a few days ago, so I'm not that familiar with it, I'm still learning so things might be initially pretty rough. I've implemented this using https://github.com/ahujasid/blender-mcp as a reference, which relies on claude for desktop. It may or may not work with other models, if you experiment with any, please let me know!

⚠️ DISCLAIMER

This plugin allows AI agents to directly modify your Unreal Engine project. While it can be a powerful tool, it also comes with risks:

  • AI agents may make unexpected changes to your project
  • Files could be accidentally deleted or modified
  • Project settings could be altered
  • Assets could be overwritten

IMPORTANT SAFETY MEASURES:

  1. Always use source control (like Git or Perforce) with your project
  2. Make regular backups of your project
  3. Test the plugin in a separate project first
  4. Review changes before committing them

By using this plugin, you acknowledge that:

  • You are solely responsible for any changes made to your project
  • The plugin author is not responsible for any damage, data loss, or issues caused by AI agents
  • You use this plugin at your own risk

Features

  • TCP server implementation for remote control of Unreal Engine
  • JSON-based command protocol for AI tools integration
  • Editor UI integration for easy access to MCP functionality
  • Comprehensive scene manipulation capabilities
  • Python companion scripts for client-side interaction

Roadmap

These are what I have in mind for development as of 3/14/2025 I'm not sure what's possible yet, in theory anything, but it depends on how good the integrated LLM is at utilizing these tools.

  • Basic operations working
  • Python working
  • Materials
  • User Extensions (in progress)
  • Asset tools
  • Blueprints
  • Niagara VFX
  • Metasound
  • Landscape (I might hold off on this because Epic has mentioned they are going to be updating the landscape tools)
  • Modeling Tools
  • PCG

Requirements

  • Unreal Engine 5.5 (I have only tested on this version, may work with earlier, but no official support)
  • C++ development environment configured for Unreal Engine
  • Python 3.7+ for client-side scripting
  • Model to run the commands, in testing I've been using Claude for Desktop https://claude.ai/download

Installation

  1. Clone this repository into your Unreal project's Plugins directory:

    git clone https://github.com/kvick-games/UnrealMCP.git Plugins/UnrealMCP
    

    The project path should match this pattern like so: ...\UNREAL_PROJECT\Plugins\UnrealMCP\

  2. Regenerate your project files (right-click your .uproject file and select "Generate Visual Studio project files")

  3. Build the project in whatever IDE you use, I use Rider, Visual Studio works (working on releases now)

  4. Open your project and enable the plugin in Edit > Plugins > UnrealMCP

  5. Enable Python plugins in Unreal

  6. Run setup_unreal_mcp.bat (I probably need to make some fixes to this file as more people try it out)

  7. Currently I've only tested with Claude for Desktop so follow the instructions below to continue

With Claude for Desktop

You will need to find your installation directory for claude for desktop. Find claude_desktop_config.json and add an entry and make it look like so:

{
    "mcpServers": {
        "unreal": {
            "command": "C:\\UnrealMCP_Project\\Plugins\\UnrealMCP\\MCP\\run_unreal_mcp.bat",
            "args": []
        }
    }
}

IN THE COMMAND FIELD PUT YOUR PATH TO YOUR PLUGIN DIRECTORY POINTED TO THE SCRIPT: "run_unreal_mcp.bat" This script is located within ../plugin_root_directory/MCP/run_unreal_mcp.bat

You can refer to this link for more info: https://modelcontextprotocol.io/quickstart/user

To find the path to your claude for desktop install you can go into settings and click 'Edit Config' On my Windows PC the path is: C:\Users\USERNAME\AppData\Roaming\Claude

Usage

In Unreal Editor

Once the plugin is enabled, you'll find MCP controls in the editor toolbar button. image

image

The TCP server can be started/stopped from here. Check the output log under log filter LogMCP for extra information.

Once the server is confirmed up and running from the editor. Open Claude for Desktop, ensure that the tools have successfully enabled, ask Claude to work in unreal.

Currently only basic operations are supported, creating objects, modfiying their transforms, getting scene info, and running python scripts. Claude makes a lot of errors with unreal python as I believe there aren't a ton of examples for it, but let it run and it will usually figure things out. I would really like to improve this aspect of how it works but it's low hanging fruit for adding functionality into unreal.

Client-Side Integration

Use the provided Python scripts in the MCP directory to connect to and control your Unreal Engine instance:

from unreal_mcp_client import UnrealMCPClient

# Connect to the Unreal MCP server
client = UnrealMCPClient("localhost", 13377)

# Example: Create a cube in the scene
client.create_object(
    class_name="StaticMeshActor",
    asset_path="/Engine/BasicShapes/Cube.Cube",
    location=(0, 0, 100),
    rotation=(0, 0, 0),
    scale=(1, 1, 1),
    name="MCP_Cube"
)

Command Reference

The plugin supports various commands for scene manipulation:

  • get_scene_info: Retrieve information about the current scene
  • create_object: Spawn a new object in the scene
  • delete_object: Remove an object from the scene
  • modify_object: Change properties of an existing object
  • execute_python: Run Python commands in Unreal's Python environment
  • And more to come...

Refer to the documentation in the Docs directory for a complete command reference.

Security Considerations

  • The MCP server accepts connections from any client by default
  • Limit server exposure to localhost for development
  • Validate all incoming commands to prevent injection attacks

Troubleshooting

  • Ensure Unreal Engine is running with the MCP plugin.
  • Check logs in Claude for Desktop for stderr output.
  • Reach out on the discord, I just made it, but I will check it periodically Discord (Dreamatron Studios): https://discord.gg/abRftdSe

Project Structure

  • Source/UnrealMCP/: Core plugin implementation
    • Private/: Internal implementation files
    • Public/: Public header files
  • Content/: Plugin assets
  • MCP/: Python client scripts and examples
  • Resources/: Icons and other resources

License

MIT License

Copyright (c) 2025 kvick

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Credits

Thank you to testers!!!

Contributing

Contributions are welcome, but I will need some time to wrap my head around things and cleanup first, lol

UnrealMCP FAQ

Is this still maintained?
Treat it as experimental. The author labels it a work in progress, and the code has not changed since June 2025.
What version of Unreal does it need?
Unreal Engine 5.5 is the only version tested. Earlier versions may work, but the author does not support them.
Is it safe to point at a real project?
Not without precautions. The author warns that an assistant can delete or overwrite assets, so use source control and try it on a throwaway project first.
Which app do I use it with?
Claude Desktop is the only one the author has tested.
Does it run on a Mac?
Not as documented. The author only uses Windows and has not set it up anywhere else.
Can I use this to build a whole level for me?
Only roughly. Creating objects, moving them, and reading the scene work today, while blueprints, asset tools, and visual effects are still on the wish list.
How hard is the setup?
Hard. You clone the plugin into your project, regenerate the project files, build it in a C++ environment, and enable Unreal's Python support.