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UnrealMCP — AI Bridge for Unreal Engine 5 MCP server

by aadeshrao123·io.github.aadeshrao123/unreal-mcp·v1.3.1·38 stars

Control the Unreal Engine 5 editor from any MCP client: Blueprints, materials, Niagara.

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UnrealMCP — AI Bridge for Unreal Engine 5 tools (100, 19 write)

write = sends, deletes, buys or posts

Read from the package source without running it. The installed server may list more.

  • add_blueprint_node

    Add a node to a Blueprint graph.

  • add_component_to_blueprint

    Add a component to a Blueprint's default components.

  • add_data_table_row

    Add a new row, optionally setting initial field values.

  • add_event_node

    Add an event node (ReceiveBeginPlay, ReceiveTick, ReceiveDestroyed, etc.).

  • add_function_input

    Add an input parameter to a Blueprint function.

  • add_function_output

    Add an output parameter to a Blueprint function.

  • add_input_action_modifier

    Add a modifier to an Input Action.

  • add_input_action_trigger

    Add a trigger to an Input Action.

  • add_key_mapping

    Add a key-to-action mapping to an Input Mapping Context.

  • add_mapping_modifier

    Add a modifier to a specific mapping in an Input Mapping Context.

  • add_mapping_trigger

    Add a trigger to a specific mapping in an Input Mapping Context.

  • add_mass_config_trait

    Add a SINGLE trait to a Mass Entity Config without replacing existing traits.

  • analyze_blueprint_graph

    Analyze a specific graph — nodes, connections, and execution flow.

  • apply_material_to_actor

    Apply a material to a level actor.

  • apply_material_to_blueprint

    Apply a material to a Blueprint component.

  • compile_blueprint

    Compile a Blueprint.

  • connect_blueprint_nodes

    Connect two nodes in a Blueprint graph.

  • create_blueprintwrite action

    Create a new Blueprint asset from any C++ or Blueprint parent class.

  • create_blueprint_functionwrite action

    Create a new function in a Blueprint.

  • create_blueprint_variablewrite action

    Create a variable in a Blueprint.

  • create_data_assetwrite action

    Create a new data asset of any UDataAsset subclass.

  • create_input_actionwrite action

    Create a new UInputAction asset.

  • create_input_mapping_contextwrite action

    Create a new UInputMappingContext asset.

  • delete_actorwrite action

    Delete an actor from the level by name.

  • delete_assetwrite action

    Delete an asset or directory from the Content Browser.

  • delete_blueprint_functionwrite action

    Delete a function from a Blueprint.

  • delete_blueprint_nodewrite action

    Delete a node from a Blueprint graph by GUID.

  • delete_data_table_rowwrite action

    Delete a row from a Data Table by name.

  • duplicate_asset

    Duplicate an asset to a new location.

  • duplicate_data_table_row

    Copy an existing row under a new name.

  • execute_pythonwrite action

    Execute arbitrary Python code inside the running Unreal Editor.

  • find_actors_by_name

    Find actors whose name matches the given pattern.

  • find_assets

    Search the Asset Registry by class, path, and/or name pattern.

  • find_references

    Find assets that reference or are referenced by the given asset.

  • get_actor_material_info

    Get material slot info for a level actor.

  • get_actors_in_level

    List all actors in the current level.

  • get_asset_info

    Get asset metadata: class, package, and key properties.

  • get_asset_properties

    Get all editable properties of an asset.

  • get_available_materials

    List materials that can be applied to objects.

  • get_blueprint_class_defaults

    Get all default property values from a Blueprint's generated class CDO.

  • get_blueprint_function_details

    Get detailed info about Blueprint functions (empty name = all functions).

  • get_blueprint_material_info

    Get material slot info for a Blueprint's mesh components.

  • get_blueprint_variable_details

    Get detailed info about Blueprint variables (empty name = all variables).

  • get_data_asset_properties

    Read ALL property values from a data asset (no visibility filter).

  • get_data_table_row

    Get a single row from a Data Table by its row name.

  • get_data_table_rows

    Get all rows and their field data from a Data Table asset.

  • get_data_table_schema

    Get column names and types defined by the Data Table's row struct.

  • get_input_action

    Read all properties, triggers, and modifiers of an Input Action.

  • get_input_mapping_context

    Read all key mappings from an Input Mapping Context.

  • get_mass_config_traits

    Read all traits from a Mass Entity Config asset with their properties expanded.

  • get_mcp_token_stats

    Get accumulated per-command token usage statistics.

  • get_property_valid_types

    Return valid classes/structs/enum-values for a property dropdown.

  • get_selected_actors

    Get all currently selected actors in the editor viewport.

  • get_selected_assets

    Get currently selected assets in the Content Browser.

  • get_world_info

    Get current editor level info (world name, actor count, actor list).

  • health_check

    Check if the UE5 editor bridge is running and responsive.

  • import_asset

    Import an external file (texture, mesh, FBX, etc.) into the Content Browser.

  • import_assets_batch

    Import multiple files into the Content Browser in one batch.

  • list_assets

    List assets in a Content Browser directory.

  • list_data_asset_classes

    List all UDataAsset subclasses currently loaded in the editor.

  • list_data_assets

    List data assets in a content path, optionally filtered by class.

  • list_input_actions

    List all UInputAction assets, optionally filtered by name and path.

  • list_input_keys

    List available FKey values (keyboard, mouse, gamepad keys).

  • list_input_mapping_contexts

    List all UInputMappingContext assets, optionally filtered.

  • list_modifier_types

    List all available UInputModifier subclasses with their editable properties.

  • list_trigger_types

    List all available UInputTrigger subclasses with their editable properties.

  • open_asset

    Open an asset in the UE5 editor (blueprint, material, data table, widget, etc.).

  • read_blueprint_content

    Read complete Blueprint content: event graph, functions, variables, components.

  • remove_input_action_modifierwrite action

    Remove a modifier from an Input Action by index.

  • remove_input_action_triggerwrite action

    Remove a trigger from an Input Action by index.

  • remove_key_mappingwrite action

    Remove a key mapping from an Input Mapping Context.

  • remove_mapping_modifierwrite action

    Remove a modifier from a mapping in an Input Mapping Context.

  • remove_mapping_triggerwrite action

    Remove a trigger from a mapping in an Input Mapping Context.

  • remove_mass_config_traitwrite action

    Remove a single trait from a Mass Entity Config without affecting other traits.

  • rename_asset

    Rename or move an asset. UE5 automatically fixes all references.

  • rename_blueprint_function

    Rename a function in a Blueprint.

  • rename_data_table_row

    Rename a row in-place (preserves row order).

  • save_all

    Save all unsaved (dirty) assets.

  • save_asset

    Save a specific asset to disk.

  • search_class_paths

    Search for UClass types by name filter and parent class constraint. Returns full /Script/Module.ClassName paths needed for _ClassName in trait editing.

  • search_parent_classes

    Search for classes that can be used as Blueprint parents.

  • set_actor_transform

    Set an actor's location, rotation, and/or scale.

  • set_asset_property

    Set a property on an asset.

  • set_blueprint_class_defaults

    Set default property values on a Blueprint's generated class CDO.

  • set_blueprint_node_property

    Set a node property or perform semantic editing.

  • set_blueprint_variable_properties

    Modify properties of an existing Blueprint variable.

  • set_data_asset_properties

    Set multiple properties in a single call (one load + one save).

  • set_data_asset_property

    Set a single property on a data asset.

  • set_input_action_properties

    Set properties on an Input Action.

  • set_key_mapping

    Change the key or action on an existing mapping in an IMC.

  • set_mass_config_trait_property

    Modify properties on an EXISTING trait in a Mass Entity Config in-place.

  • set_mcp_debug

    Enable or disable token debug estimation on MCP responses.

  • set_mesh_material_color

    Set material color on a mesh component.

  • set_physics_properties

    Set physics properties on a Blueprint component.

  • set_static_mesh_properties

    Set the static mesh on a StaticMeshComponent in a Blueprint.

  • spawn_actor

    Spawn an actor in the level.

  • spawn_blueprint_actor

    Spawn a Blueprint actor instance in the level.

  • sync_browser

    Navigate the Content Browser to show a specific asset.

  • take_screenshot

    Capture the editor to a PNG.

  • update_data_table_rowwrite action

    Update 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

no findings
  • 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
Overall 88/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

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
Add to Cursor

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_check

That'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.