ai.smithery/ChiR24-unreal_mcp_server
平台与服务by chir24
一个功能全面的 MCP 服务器,让 AI 助手能够控制 Unreal Engine,执行编辑、浏览与自动化操作。
让 AI 助手直接操控 Unreal Engine,覆盖编辑、浏览和自动化流程,做复杂引擎操作比纯脚本方案更灵活省心。
什么是 ai.smithery/ChiR24-unreal_mcp_server?
一个功能全面的 MCP 服务器,让 AI 助手能够控制 Unreal Engine,执行编辑、浏览与自动化操作。
README
Unreal Engine MCP Server
A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.
Table of Contents
- Features
- Getting Started
- Configuration
- Available Tools
- Docker
- Documentation
- Community
- Development
- Contributing
Features
| Category | Capabilities |
|---|---|
| Asset Management | Browse, import, duplicate, rename, delete assets; create materials |
| Actor Control | Spawn, delete, transform, physics, tags, components |
| Editor Control | PIE sessions, camera, viewport, screenshots, bookmarks |
| Level Management | Load/save levels, streaming, lighting |
| Animation & Physics | Animation BPs, state machines, ragdolls, vehicles, constraints |
| Visual Effects | Niagara particles, GPU simulations, procedural effects, debug shapes |
| Sequencer | Cinematics, timeline control, camera animations, keyframes |
| Graph Editing | Blueprint, Niagara, Material, and Behavior Tree graph manipulation |
| Audio | Sound cues, audio components, sound mixes, ambient sounds |
| System | Console commands, UBT, tests, logs, project settings, CVars |
Architecture
- Native C++ Automation — All operations route through the MCP Automation Bridge plugin
- Dual Transport — Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge
- Dynamic Type Discovery — Runtime introspection for lights, debug shapes, and sequencer tracks
- Graceful Degradation — Server starts even without an active Unreal connection
- On-Demand Connection — Retries automation handshakes with exponential backoff
- Command Safety — Blocks dangerous console commands with pattern-based validation
- Capability Token Auth — Optional token-based authentication for both WS and HTTP transports
- Asset Caching — 10-second TTL for improved performance
- Metrics Rate Limiting — Per-IP rate limiting (60 req/min) on Prometheus endpoint
- Centralized Configuration — Unified class aliases and type definitions
Getting Started
Prerequisites
- Unreal Engine 5.0–5.8 (5.8 preview validated)
Choose your transport:
- Option A: Native MCP (recommended) — no additional dependencies
- Option B: TypeScript Bridge — requires Node.js 18+
Step 1: Install MCP Server (Option B only — skip for Native MCP)
Skip this step if using Option A: Native MCP Transport (Step 4A below).
NPX (Recommended):
npx unreal-engine-mcp-server
Clone & Build:
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js
Step 2: Install Unreal Plugin
The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.
From source (requires a project with code target)
Your project must have a code target (.sln or .xcworkspace).
Blueprint-only projects cannot compile native plugins — to convert, add any class via Tools > New C++ Class in the editor.
Method 1: Copy Folder
Copy: Unreal_mcp/plugins/McpAutomationBridge/
To: YourUnrealProject/Plugins/McpAutomationBridge/
Method 2: External Plugin Directory (no copy needed)
- Open Unreal Editor → Edit → Plugins
- Click Plugin Directories (bottom-left)
- In Additional Plugin Directories, add the path to
Unreal_mcp/plugins/ - Restart the editor — the plugin will be picked up from the external location
This saves the path in your .uproject file so the plugin stays linked without copying.
The plugin compiles automatically when you open the project — UE detects the .uplugin + Source/ and runs UnrealBuildTool.
Video Guide:
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
⚠️ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" — click Yes. If instead you see "Missing Modules — McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." — open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.
Pre-built (works with any project, including Blueprint-only)
Build the plugin once, then distribute the compiled binaries — no IDE or compilation needed on the target machine.
1. Build:
# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6
# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6
This produces a zip like McpAutomationBridge-v0.1.4-UE5.6-Mac.zip.
2. Install: unzip into YourProject/Plugins/ and open the project. That's it — no compilation step.
Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5, 5.7, or 5.8.
Step 3: Enable Required Plugins
Enable via Edit → Plugins, then restart the editor.
<details> <summary><b>Core Plugins (Required)</b></summary>| Plugin | Required For |
|---|---|
| MCP Automation Bridge | All automation operations |
| Editor Scripting Utilities | Asset/Actor subsystem operations |
| Niagara | Visual effects and particle systems |
| Plugin | Required For |
|---|---|
| Level Sequence Editor | manage_sequence operations |
| Control Rig | animation_physics operations |
| GeometryScripting | manage_geometry operations |
| Behavior Tree Editor | manage_ai Behavior Tree operations |
| Niagara Editor | Niagara authoring |
| Environment Query Editor | AI/EQS operations |
| Gameplay Abilities | manage_gas operations |
| MetaSound | manage_audio MetaSound authoring |
| StateTree | manage_ai State Tree operations |
| Smart Objects | AI smart object operations |
| Enhanced Input | manage_networking input mapping operations |
| Chaos Cloth | Cloth simulation |
| Interchange | Asset import/export |
| Data Validation | Data validation |
| Procedural Mesh Component | Procedural geometry |
| OnlineSubsystem | Session/networking operations |
| OnlineSubsystemUtils | Session/networking operations |
💡 Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed.
Step 4: Configure MCP Client
Option A: Native MCP Transport (Direct HTTP — no bridge needed)
The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP — no TypeScript bridge, no Node.js, no npm.
Enable in Unreal:
- Edit > Project Settings > Plugins > MCP Automation Bridge
- Check Enable Native MCP
- Set port (default:
3000) - Optionally set Native MCP Instructions for project-specific guidance
- Restart the editor
Configure your MCP client to use Streamable HTTP transport at:
http://localhost:3000/mcp
Claude Code:
claude mcp add unreal-engine --transport http http://localhost:3000/mcp
Or manually in ~/.claude/settings.json or project .mcp.json:
{
"mcpServers": {
"unreal-engine": {
"type": "url",
"url": "http://localhost:3000/mcp"
}
}
}
Cursor (.cursor/mcp.json):
{
"mcpServers": {
"unreal-engine": {
"url": "http://localhost:3000/mcp"
}
}
}
Verify it works:
- Status bar — look for
● MCP :3000 (2)in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings. - Output Log — filter by
LogMcpNativeTransportto see connections, tool calls, and session activity:codeLogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1) LogMcpNativeTransport: tools/call: inspect (RequestId=...) LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)
Features:
- SSE streaming for real-time progress during long operations
- Multiple concurrent sessions (Cursor + Claude Code + others simultaneously)
- Dynamic tool management — core tools load by default, enable more via
manage_tools - Python execution via
execute_pythonaction (inline code or .py files) - Capability token authentication — enable in project settings for network security
Option B: TypeScript Bridge (stdio — classic setup)
Add to your Claude Desktop / Cursor config file:
Using Clone/Build:
{
"mcpServers": {
"unreal-engine": {
"command": "node",
"args": ["path/to/Unreal_mcp/dist/cli.js"],
"env": {
"UE_PROJECT_PATH": "C:/Path/To/YourProject",
"MCP_AUTOMATION_PORT": "8091"
}
}
}
}
Using NPX:
{
"mcpServers": {
"unreal-engine": {
"command": "npx",
"args": ["unreal-engine-mcp-server"],
"env": {
"UE_PROJECT_PATH": "C:/Path/To/YourProject"
}
}
}
}
Configuration
Environment Variables
# Required
UE_PROJECT_PATH="C:/Path/To/YourProject"
# Automation Bridge
MCP_AUTOMATION_HOST=127.0.0.1
MCP_AUTOMATION_PORT=8091
# LAN Access (optional)
# SECURITY: Set to true to allow binding to non-loopback addresses (e.g., 0.0.0.0)
# Only enable if you understand the security implications.
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=false
# Logging
LOG_LEVEL=info # debug | info | warn | error
# Optional
MCP_CONNECTION_TIMEOUT_MS=5000
MCP_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000
# Optional Prometheus metrics endpoint
# Loopback-only by default. Non-loopback metrics requires both explicit opt-in and a token.
# MCP_METRICS_PORT=9100
# MCP_METRICS_HOST=127.0.0.1
# MCP_METRICS_ALLOW_NON_LOOPBACK=false
# MCP_METRICS_TOKEN=change-me
# Custom content mount points (comma-separated)
# Plugins with CanContainContent register mount points beyond /Game/.
# MCP_ADDITIONAL_PATH_PREFIXES=/ProjectObject/,/ProjectAnimation/
LAN Access Configuration
By default, the automation bridge only binds to loopback addresses (127.0.0.1) for security. To enable access from other machines on your network:
TypeScript (MCP Server):
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true
MCP_AUTOMATION_HOST=0.0.0.0
Unreal Engine Plugin:
- Go to Edit → Project Settings → Plugins → MCP Automation Bridge
- Under Security, enable "Allow Non Loopback"
- Under Connection, set "Listen Host" to
0.0.0.0 - Restart the editor
⚠️ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules. Enable capability token authentication (Require Capability Token in project settings) to prevent unauthorized access when using LAN mode.
Available Tools
22 exposed MCP tools in broad all-tools mode. Related actions live directly on their parent tools so clients load less context without losing capabilities.
<details> <summary><b>Core Tools</b></summary>| Tool | Description |
|---|---|
manage_asset | Assets, Materials, Render Targets, Behavior Trees |
manage_blueprint | Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations |
control_actor | Spawn, delete, transform, physics, tags |
control_editor | PIE, Camera, viewport, screenshots |
manage_level | Load/save, streaming, lighting |
system_control | UBT, Tests, Logs, Project Settings, CVars, Python Execution |
inspect | Object Introspection |
manage_tools | Dynamic tool management (enable/disable at runtime) |
| Tool | Description |
|---|---|
build_environment | Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences |
manage_level_structure | Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes |
manage_geometry | Procedural mesh creation and editing with Geometry Script |
| Tool | Description |
|---|---|
animation_physics | Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK |
manage_effect | Niagara, particles, debug shapes, GPU simulations |
manage_gas | Gameplay Ability System: abilities, effects, attributes |
manage_character | Character creation, movement, advanced locomotion |
manage_combat | Weapons, projectiles, damage, melee combat |
manage_ai | AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding |
manage_inventory | Items, equipment, loot tables, crafting |
manage_interaction | Interactables, destructibles, triggers |
| Tool | Description |
|---|---|
manage_audio | Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
manage_sequence | Sequencer, cinematics, bindings, tracks, playback, keyframes |
manage_networking | Replication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings |
Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees
Docker
docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp
Documentation
| Document | Description |
|---|---|
| Handler Mappings | TypeScript to C++ routing |
| Plugin Extension | C++ plugin architecture |
| Testing Guide | How to run and write tests |
| Roadmap | Development phases |
Development
npm run build # Build TypeScript
npm run lint # Run ESLint
npm run test:unit # Run unit tests
npm run test:all # Run all tests
Community
| Resource | Description |
|---|---|
| Project Roadmap | Track development progress across 47 phases |
| Discussions | Ask questions, share ideas, get help |
| Issues | Report bugs and request features |
Contributing
Contributions welcome! Please:
- Include reproduction steps for bugs
- Keep PRs focused and small
- Follow existing code style
License
MIT — See LICENSE
常见问题
ai.smithery/ChiR24-unreal_mcp_server 是什么?
一个功能全面的 MCP 服务器,让 AI 助手能够控制 Unreal Engine,执行编辑、浏览与自动化操作。
相关 Skills
Slack动图
by anthropics
面向Slack的动图制作Skill,内置emoji/消息GIF的尺寸、帧率和色彩约束、校验与优化流程,适合把创意或上传图片快速做成可直接发送的Slack动画。
✎ 帮你快速做出适配 Slack 的动图,内置约束规则和校验工具,少踩上传与播放坑,做表情包和演示都更省心。
MCP构建
by anthropics
聚焦高质量 MCP Server 开发,覆盖协议研究、工具设计、错误处理与传输选型,适合用 FastMCP 或 MCP SDK 对接外部 API、封装服务能力。
✎ 想让 LLM 稳定调用外部 API,就用 MCP构建:从 Python 到 Node 都有成熟指引,帮你更快做出高质量 MCP 服务器。
接口测试套件
by alirezarezvani
扫描 Next.js、Express、FastAPI、Django REST 的 API 路由,自动生成覆盖鉴权、参数校验、错误码、分页、上传与限流场景的 Vitest 或 Pytest 测试套件。
✎ 帮你把API与集成测试自动化跑顺,减少回归漏测;能力全面,尤其适合复杂接口场景的QA团队。
相关 MCP Server
Slack 消息
编辑精选by Anthropic
Slack 是让 AI 助手直接读写你的 Slack 频道和消息的 MCP 服务器。
✎ 这个服务器解决了团队协作中需要 AI 实时获取 Slack 信息的痛点,特别适合开发团队让 Claude 帮忙汇总频道讨论或发送通知。不过,它目前只是参考实现,文档有限,不建议在生产环境直接使用——更适合开发者学习 MCP 如何集成第三方服务。
by netdata
io.github.netdata/mcp-server 是让 AI 助手实时监控服务器指标和日志的 MCP 服务器。
✎ 这个工具解决了运维人员需要手动检查系统状态的痛点,最适合 DevOps 团队让 Claude 自动分析性能数据。不过,它依赖 NetData 的现有部署,如果你没用过这个监控平台,得先花时间配置。
by d4vinci
Scrapling MCP Server 是专为现代网页设计的智能爬虫工具,支持绕过 Cloudflare 等反爬机制。
✎ 这个工具解决了爬取动态网页和反爬网站时的头疼问题,特别适合需要批量采集电商价格或新闻数据的开发者。不过,它依赖外部浏览器引擎,资源消耗较大,不适合轻量级任务。