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Unreal Engine MCP server

by ChiR24·io.github.ChiR24/unreal-engine-mcp·v0.6.0-beta-a

MCP server for Unreal Engine 5 with 23 tools for game development automation.

A85/100grade A
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A85/100

full report

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877 stars503 downloads/wk

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Unreal Engine tools (23, 9 write)

write = sends, deletes, buys or posts

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

  • animation_physics

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

  • build_environment

    Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration.

  • control_actor

    Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors.

  • control_editor

    Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input.

  • 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 blueprintPath, optional detailed/componentName/propertyNames), inspect_class (class metadata), inspect_object (world actor), get_property/set_property, get_components, get_component_details (WORLD actors:

  • manage_ai

    Build AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding.

  • manage_assetwrite action

    Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis.

  • manage_audio

    Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds.

  • manage_blueprintwrite action

    Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts.

  • manage_characterwrite action

    Create Character Blueprints with movement, locomotion, and animation state machines.

  • manage_combatwrite action

    Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block).

  • manage_effect

    Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects.

  • manage_gaswrite action

    Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems.

  • manage_geometrywrite action

    Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation.

  • manage_interactionwrite action

    Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes.

  • manage_inventorywrite action

    Create item data assets, inventory components, world pickups, loot tables, and crafting recipes.

  • manage_level

    Load/save levels, configure streaming, and build lighting.

  • manage_level_structure

    Structure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds.

  • manage_networking

    Configure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings.

  • manage_pcgwrite action

    Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size.

  • manage_sequence

    Edit Level Sequences, cinematic tracks, Movie Render Queue jobs, media playback assets, Take Recorder, and replay controls.

  • manage_tools

    Dynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime.

  • system_control

    Control the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets.

Public scan report

scanner v0.1.5 · 2026-09-19 · same rubric, same numbers if you re-run it

1 medium
  • Code scan1337 source files scanned20/25
  • 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 0 days ago15/15
  • Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10

Findings (1)

  • mediumeval / new Function usedexec.eval
    dist/utils/commands/console-command-policy-fixture.d.ts: …alent-block-31"; readonly command: "eval("; readonly bucket: "equivalent-bloc…
Overall 85/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

Install directly

Runs npx -y unreal-engine-mcp-server on your machine. Read the scan report first; the gateway never runs local packages.

claude mcp add unreal-engine-mcp -- npx -y unreal-engine-mcp-server
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Unreal Engine: common questions

Is Unreal Engine MCP server safe?
Yes, by our scan: it is graded A (85/100). Read the Unreal Engine safety report
How do I install Unreal Engine?
It runs on your machine. Copy the Claude Code, Claude Desktop or Cursor config from the install section.
Does Unreal Engine need an API key?
No secret keys are declared. It reads 14 settings from the environment.
Is Unreal Engine maintained?
The last commit was in the last day (2026-09-19). The latest release is v0.6.0-beta-a.

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