Unreal-MCP
AI Game Developer for Unreal Engine — MCP plugin (C++ editor plugin + .NET bridge), unreal-cli, connects Unreal Editor to AI agents via ai-game.dev or a local MCP server
Install / Use
claude mcp add IvanMurzak -- npx -y github:IvanMurzak/Unreal-MCPIf the server publishes to npm under a different name, use that package instead — check the repo README.
MCP Server
Model Context Protocol server
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Our assessment of Unreal-MCP
Unreal-MCP scores 79/100 on our quality scale, 212th of 248 Other skills we index.
Its MCP Server is 58 KB long, well organised into 36 sections with 9 code examples: long enough that it reads more like full documentation than a focused instruction file, which agents can find harder to follow.
It has 44 GitHub stars, so there is little community track record yet; judge it on its content.
Maintenance, license and trust
- The repository was last updated yesterday, so Unreal-MCP is actively maintained.
- It is released under the Apache-2.0 license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 97/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
Unreal-MCP compared with similar skills
All 4 of these similar skills score higher than Unreal-MCP; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| Unreal-MCP (this skill)by IvanMurzak | 79 | 44 | 1d ago | MCP Server |
| Agent-Reachby Panniantong | 100 | 91.8k | 20d ago | CLAUDE.md |
| headroomby headroomlabs-ai | 100 | 74.5k | today | CLAUDE.md |
| CowAgentby zhayujie | 100 | 47.2k | today | CLAUDE.md |
| Scraplingby D4Vinci | 100 | 85.9k | 1d ago | MCP Server |
Frequently asked questions
- How do I install Unreal-MCP?
- Run
claude mcp add IvanMurzak -- npx -y github:IvanMurzak/Unreal-MCP. The install tabs above show the steps for each supported agent. - Which AI agents does Unreal-MCP work with?
- It is written for Claude Code, Claude Desktop, GitHub Copilot and Gemini CLI, as a MCP Server file. Other agents that read the same format can often use it too.
- Is Unreal-MCP safe to use?
- It is Apache-2.0-licensed and scores 97/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is Unreal-MCP still maintained?
- The repository was last updated yesterday, so Unreal-MCP is actively maintained.
Skill content
View source on GitHubUnreal MCP is an AI-powered game development assistant for the Unreal Editor. Connect Claude, Cursor, Copilot, or any MCP-aware agent to Unreal Engine and let it inspect and drive your project — spawn actors, edit levels, author Blueprints, manage assets, edit and compile C++, capture screenshots, and more.
Unreal-MCP is the Unreal Engine counterpart of Unity-MCP and Godot-MCP: a C++ editor plugin that exposes Unreal Editor operations as AI Tools and connects them to an MCP server through the same hosted cloud backend (ai-game.dev) that powers Unity-MCP and Godot-MCP — or your own self-hosted server. The local server is the shared, engine-agnostic GameDev-MCP-Server (binary gamedev-mcp-server) — one server consumed by Unity-MCP, Godot-MCP, and Unreal-MCP; no server source lives in this repo.
Unlike Unity and Godot (C# engines that host the .NET McpPlugin in-process), Unreal's editor is C++ — so the .NET MCP host runs as an auto-managed sidecar process (unreal-mcp-bridge) that the plugin spawns and talks to over a localhost IPC channel. The full design lives in docs/ARCHITECTURE.md (see the §0 system-overview diagram).
Status: beta. The plugin, the .NET sidecar, the
unreal-mcp-cli, the AI Game Developer editor UI, and 61 built-in tools across 7 families (plus 3 system tools) have shipped and are exercised by CI. Theunreal-mcp-cliis published on npm — install the plugin with it (Option B below); the Fab / Epic Marketplace listing for the precompiled plugin is coming soon (Option A). Pixel-capture (screenshot) tools need a GPU-backed editor; everything else runs headless.
💬 Join our Discord Server — Ask questions, showcase your work, and connect with other developers!
- ✔️ AI agents — Use the best agents from Anthropic, OpenAI, Google, or any other provider with no vendor lock-in
- ✔️ 61 built-in Tools — A wide range of MCP Tools across 7 families for operating the Unreal Editor
- ✔️ Blueprint authoring — Create, edit, and compile Blueprints with a structured error/warning feedback loop the AI can act on
- ✔️ C++ edit & compile — Read, scaffold, and edit project C++, then compile (Live Coding or UBT) with a structured error report
- ✔️ Visual feedback — Capture viewport, game-view, camera, and isolated-actor screenshots the LLM can inspect directly
- ✔️ Custom Tools, Prompts & Resources — Register your own AI Tools, prompt templates, and resources from any UE plugin with no fork — one public, modular-feature contract (Customize Tools, Prompts & Resources)
- ✔️ Cloud or self-hosted — Connect to
ai-game.devout of the box, or point at your own GameDev-MCP-Server - ✔️ Per-tool enable / disable — Flip any tool on or off from the MCP Tools window; the toggle is enforced at the execution boundary, not just hidden
Table of contents
- Requirements
- Install
- Updating the plugin
- First run
- Tools — all 7 families, 61 tools (+ 3 system tools)
- Per-tool enable / disable
unreal-mcp-cli- Customize Tools, Prompts & Resources
- Runtime usage (in-game)
- Configuration & environment variables
- Troubleshooting
- How Unreal MCP Architecture Works
- Repo layout
- Links
- License
Requirements
- Unreal Engine 5.5+ (developed and CI-tested against 5.7, and verified to build & run on 5.8). The plugin deliberately ships no
EngineVersionpin — UE treats that field as an exact-build match, not a floor, and would refuse to load on newer engines. - .NET 9 SDK to build the bridge sidecar from source. (End users of a packaged release do NOT need it — the self-contained sidecar is bundled inside the plugin and auto-spawned, ARCHITECTURE §6. The local MCP server is downloaded as a prebuilt GameDev-MCP-Server release binary, never built here.)
- Node.js
^20.19.0 || >=22.12.0for the optionalunreal-mcp-cli. - A C++ Unreal project (the plugin builds an Editor module, so the host project must be able to compile C++).
Install
There are three ways to install the plugin, in order of preference. Fab / Epic Marketplace is the recommended channel for end users — it ships precompiled, per-engine binaries and the Epic Games Launcher keeps them up to date automatically, so there is zero compile and zero stale-build risk. Source / unreal-mcp-cli installs remain the current path for developers and early adopters until the Fab listing goes live.
Option A — Fab / Epic Marketplace (recommended; coming soon)
Status: not yet live. The Fab listing is operator-gated and tracked separately; until it publishes, use Option B or C below. The framing here is what the end-user flow will be.
- Install Unreal-MCP from Fab (the Epic Marketplace successor) into your engine via the Epic Games Launcher.
- Enable the plugin for your project from Edit → Plugins.
- Open the project — UE loads the precompiled plugin (no C++ build on your machine). On boot the Output Log prints
[Unreal-MCP] plugin loaded.
Because Fab ships precompiled binaries and the Epic Launcher updates them in place, you never compile the plugin and never have to clear a stale build cache — the most robust path for non-developers.
Option B — unreal-mcp-cli (current / advanced)
The CLI is the recommended path today, until the Fab listing is live. Install it from npm — no repo clone, no build step. By default install-plugin / update use a local UnrealMCP/ checkout when one is present; otherwise they download the dedicated unreal-mcp-plugin-source-<version>.zip source asset from the public GitHub Release that matches the CLI version. That source asset keeps the distributed descriptor semantics (no EngineVersion pin) and carries the signed bridge payload under Source/ThirdParty/UnrealMcpBridge/<rid>/; the installer materializes it into Binaries/ThirdParty/... for first-open convenience. --plugin-source <dir> remains the offline / CI / dev override. The CLI copies (or, for dev, junctions) the plugin into your project and, on update, automatically clears the stale UE
Truncated for display — read the full file on GitHub.
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Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
