UnrealMCP — AI Bridge for Unreal Engine 5 MCP server
io.github.aadeshrao123/unreal-mcp·v1.3.1·38 starsControl the Unreal Engine 5 editor from any MCP client: Blueprints, materials, Niagara.
38 stars
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UnrealMCP — AI Bridge for Unreal Engine 5 tools (100, 19 write)
write = sends, deletes, buys or postsRead from the package source without running it. The installed server may list more.
add_blueprint_nodeAdd a node to a Blueprint graph.
add_component_to_blueprintAdd a component to a Blueprint's default components.
add_data_table_rowAdd a new row, optionally setting initial field values.
add_event_nodeAdd an event node (ReceiveBeginPlay, ReceiveTick, ReceiveDestroyed, etc.).
add_function_inputAdd an input parameter to a Blueprint function.
add_function_outputAdd an output parameter to a Blueprint function.
add_input_action_modifierAdd a modifier to an Input Action.
add_input_action_triggerAdd a trigger to an Input Action.
add_key_mappingAdd a key-to-action mapping to an Input Mapping Context.
add_mapping_modifierAdd a modifier to a specific mapping in an Input Mapping Context.
add_mapping_triggerAdd a trigger to a specific mapping in an Input Mapping Context.
add_mass_config_traitAdd a SINGLE trait to a Mass Entity Config without replacing existing traits.
analyze_blueprint_graphAnalyze a specific graph — nodes, connections, and execution flow.
apply_material_to_actorApply a material to a level actor.
apply_material_to_blueprintApply a material to a Blueprint component.
compile_blueprintCompile a Blueprint.
connect_blueprint_nodesConnect two nodes in a Blueprint graph.
create_blueprintwrite actionCreate a new Blueprint asset from any C++ or Blueprint parent class.
create_blueprint_functionwrite actionCreate a new function in a Blueprint.
create_blueprint_variablewrite actionCreate a variable in a Blueprint.
create_data_assetwrite actionCreate a new data asset of any UDataAsset subclass.
create_input_actionwrite actionCreate a new UInputAction asset.
create_input_mapping_contextwrite actionCreate a new UInputMappingContext asset.
delete_actorwrite actionDelete an actor from the level by name.
delete_assetwrite actionDelete an asset or directory from the Content Browser.
delete_blueprint_functionwrite actionDelete a function from a Blueprint.
delete_blueprint_nodewrite actionDelete a node from a Blueprint graph by GUID.
delete_data_table_rowwrite actionDelete a row from a Data Table by name.
duplicate_assetDuplicate an asset to a new location.
duplicate_data_table_rowCopy an existing row under a new name.
execute_pythonwrite actionExecute arbitrary Python code inside the running Unreal Editor.
find_actors_by_nameFind actors whose name matches the given pattern.
find_assetsSearch the Asset Registry by class, path, and/or name pattern.
find_referencesFind assets that reference or are referenced by the given asset.
get_actor_material_infoGet material slot info for a level actor.
get_actors_in_levelList all actors in the current level.
get_asset_infoGet asset metadata: class, package, and key properties.
get_asset_propertiesGet all editable properties of an asset.
get_available_materialsList materials that can be applied to objects.
get_blueprint_class_defaultsGet all default property values from a Blueprint's generated class CDO.
get_blueprint_function_detailsGet detailed info about Blueprint functions (empty name = all functions).
get_blueprint_material_infoGet material slot info for a Blueprint's mesh components.
get_blueprint_variable_detailsGet detailed info about Blueprint variables (empty name = all variables).
get_data_asset_propertiesRead ALL property values from a data asset (no visibility filter).
get_data_table_rowGet a single row from a Data Table by its row name.
get_data_table_rowsGet all rows and their field data from a Data Table asset.
get_data_table_schemaGet column names and types defined by the Data Table's row struct.
get_input_actionRead all properties, triggers, and modifiers of an Input Action.
get_input_mapping_contextRead all key mappings from an Input Mapping Context.
get_mass_config_traitsRead all traits from a Mass Entity Config asset with their properties expanded.
get_mcp_token_statsGet accumulated per-command token usage statistics.
get_property_valid_typesReturn valid classes/structs/enum-values for a property dropdown.
get_selected_actorsGet all currently selected actors in the editor viewport.
get_selected_assetsGet currently selected assets in the Content Browser.
get_world_infoGet current editor level info (world name, actor count, actor list).
health_checkCheck if the UE5 editor bridge is running and responsive.
import_assetImport an external file (texture, mesh, FBX, etc.) into the Content Browser.
import_assets_batchImport multiple files into the Content Browser in one batch.
list_assetsList assets in a Content Browser directory.
list_data_asset_classesList all UDataAsset subclasses currently loaded in the editor.
list_data_assetsList data assets in a content path, optionally filtered by class.
list_input_actionsList all UInputAction assets, optionally filtered by name and path.
list_input_keysList available FKey values (keyboard, mouse, gamepad keys).
list_input_mapping_contextsList all UInputMappingContext assets, optionally filtered.
list_modifier_typesList all available UInputModifier subclasses with their editable properties.
list_trigger_typesList all available UInputTrigger subclasses with their editable properties.
open_assetOpen an asset in the UE5 editor (blueprint, material, data table, widget, etc.).
read_blueprint_contentRead complete Blueprint content: event graph, functions, variables, components.
remove_input_action_modifierwrite actionRemove a modifier from an Input Action by index.
remove_input_action_triggerwrite actionRemove a trigger from an Input Action by index.
remove_key_mappingwrite actionRemove a key mapping from an Input Mapping Context.
remove_mapping_modifierwrite actionRemove a modifier from a mapping in an Input Mapping Context.
remove_mapping_triggerwrite actionRemove a trigger from a mapping in an Input Mapping Context.
remove_mass_config_traitwrite actionRemove a single trait from a Mass Entity Config without affecting other traits.
rename_assetRename or move an asset. UE5 automatically fixes all references.
rename_blueprint_functionRename a function in a Blueprint.
rename_data_table_rowRename a row in-place (preserves row order).
save_allSave all unsaved (dirty) assets.
save_assetSave a specific asset to disk.
search_class_pathsSearch for UClass types by name filter and parent class constraint. Returns full /Script/Module.ClassName paths needed for _ClassName in trait editing.
search_parent_classesSearch for classes that can be used as Blueprint parents.
set_actor_transformSet an actor's location, rotation, and/or scale.
set_asset_propertySet a property on an asset.
set_blueprint_class_defaultsSet default property values on a Blueprint's generated class CDO.
set_blueprint_node_propertySet a node property or perform semantic editing.
set_blueprint_variable_propertiesModify properties of an existing Blueprint variable.
set_data_asset_propertiesSet multiple properties in a single call (one load + one save).
set_data_asset_propertySet a single property on a data asset.
set_input_action_propertiesSet properties on an Input Action.
set_key_mappingChange the key or action on an existing mapping in an IMC.
set_mass_config_trait_propertyModify properties on an EXISTING trait in a Mass Entity Config in-place.
set_mcp_debugEnable or disable token debug estimation on MCP responses.
set_mesh_material_colorSet material color on a mesh component.
set_physics_propertiesSet physics properties on a Blueprint component.
set_static_mesh_propertiesSet the static mesh on a StaticMeshComponent in a Blueprint.
spawn_actorSpawn an actor in the level.
spawn_blueprint_actorSpawn a Blueprint actor instance in the level.
sync_browserNavigate the Content Browser to show a specific asset.
take_screenshotCapture the editor to a PNG.
update_data_table_rowwrite actionUpdate specific fields on an existing row (partial update).
Public scan report
scanner v0.1.9 · 2026-09-24 · same rubric, same numbers if you re-run it
- Code scan20 source files scanned25/25
- –Live reliabilityno gateway calls yet and no remote to proben/a
- –Tool poisoningtools not inspected (local package is not executed); not countedn/a
- Auth qualitylocal package, no credentials required12/15
- Maintenancelast push 49 days ago12/15
- Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
How UnrealMCP — AI Bridge for Unreal Engine 5 compares
Against every graded MCP server, from our own scans and uptime checks. Updated after each scan run.
- Safety score
- 88/100
- higher than 75% of 48,273 servers
- Tools
- 100
- the typical server has 7
- Tools that change things
- 19%
- typical: 0%. Fewer write tools means less an agent can break
- GitHub stars
- 38
- more than 93% of 28,534 servers
What its tools let an agent do: 44 read · 23 create · 19 change · 11 delete · 3 run or deploy
Install UnrealMCP — AI Bridge for Unreal Engine 5 in Claude Code, Cursor or VS Code
claude mcp add unreal-mcp -- uvx unrealmcp
What the publisher says
From the UnrealMCP — AI Bridge for Unreal Engine 5 repository's README, as published. We do not edit it. Read it on GitHub
<!-- mcp-name: io.github.aadeshrao123/unreal-mcp -->
UnrealMCP — AI Bridge for Unreal Engine 5
Control the Unreal Engine 5 editor from Claude Code, Cursor, Windsurf, or any MCP client. Build materials, wire Blueprint graphs, author Niagara systems, spawn actors, edit data tables and profile performance, all by asking for it. 288 commands across 15 categories, no leaving your terminal.
### This is the community edition
It is stable and feature complete for what it covers. It is not abandoned, and it is not in
active development either: new subsystem work now goes into
CodeFizz Editor Agent,
the maintained commercial build. Everything here keeps working, issues still get read, and the
MIT licence is permanent.
If you want Control Rig, PCG, Sequencer, Mutable, Procedural Vegetation, audio and MetaSounds,
Behavior Trees and EQS, or packaged binaries for UE 5.6 / 5.7 / 5.8, that lives in Pro.
Community edition vs Pro
See the full command list → · Docs · 3 day free trial
Already on UE 5.8? Epic now ships a first-party MCP server in 5.8 (Experimental, localhost
only). It is worth trying before you buy anything. This repo and Pro both also cover **5.6 and
5.7**, which Epic's does not.
Two ways to use this repo
Both talk to the same C++ plugin inside the editor. Use whichever fits your workflow, or both.
Quick Start
Option A: CLI (Recommended for Claude Code)
# 1. Install
npm install -g unrealcli
# 2. Go to any UE5 project and install the plugin
cd YourProject/
ue-cli init
# 3. Open the editor, then verify
ue-cli health_checkThat's it. No Python, no config files, no MCP setup.
Option B: MCP Server (For Cursor, Windsurf, etc.)
# 1. Clone the plugin into your project
git clone https://github.com/aadeshrao123/Unreal-MCP.git Plugins/UnrealMCP
# 2. Install the Python MCP server
pip install unrealmcp
# 3. Add to your AI tool's config (see MCP Setup section below)How It Works
Shortened. The full README is on GitHub.
Nothing above is checked by us. What we check is on the safety report.
UnrealMCP — AI Bridge for Unreal Engine 5: common questions
- Is UnrealMCP — AI Bridge for Unreal Engine 5 MCP server safe?
- Yes, by our scan: it is graded A (88/100). Read the UnrealMCP — AI Bridge for Unreal Engine 5 safety report
- How do I install UnrealMCP — AI Bridge for Unreal Engine 5?
- It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
- Does UnrealMCP — AI Bridge for Unreal Engine 5 need an API key?
- Not as far as the registry entry and our scan can tell: no credentials are declared or required.
- Is UnrealMCP — AI Bridge for Unreal Engine 5 maintained?
- The last commit was 88 days ago (2026-08-06). The latest release is v1.3.1.
- How does UnrealMCP — AI Bridge for Unreal Engine 5 compare with other MCP servers?
- safety score 88/100 (higher than 75% of 48,273 servers); tools 100 (the typical server has 7); tools that change things 19% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.