Unreal Engine MCP
This MCP is now owned by Aura! Please try out the most intelligent AI agent for Unreal Engine at https://www.tryaura.dev/?utm_source=youtube&utm_medium=video&utm_campaign=flop
Install / Use
npx skills add flopperam/unreal-engine-mcpInstalls into whichever agent you are using.
README
<p align="center"> <img src="assets/logo.png" alt="Flopperam" width="120" /> </p> <h1 align="center">Flopperam — Unreal Engine MCP</h1> <p align="center"> <strong>The most advanced MCP server for Unreal Engine.</strong><br/> Control a live Unreal Editor through natural language from any MCP client. </p> <p align="center"> <a href="https://www.unrealengine.com/"><img src="https://img.shields.io/badge/Unreal%20Engine-5.5%2B-orange.svg" alt="Unreal Engine" /></a> <a href="https://youtube.com/@flopperam"><img src="https://img.shields.io/badge/YouTube-@flopperam-red.svg?logo=youtube" alt="YouTube" /></a> <a href="https://discord.gg/3KNkke3rnH"><img src="https://img.shields.io/badge/Discord-Join%20Server-5865F2.svg?logo=discord&logoColor=white" alt="Discord" /></a> <a href="https://twitter.com/Flopperam"><img src="https://img.shields.io/badge/X-@Flopperam-1DA1F2.svg?logo=x&logoColor=white" alt="Twitter" /></a> <a href="https://tiktok.com/@flopperam"><img src="https://img.shields.io/badge/TikTok-@flopperam-000000.svg?logo=tiktok&logoColor=white" alt="TikTok" /></a> </p>
Two Ways to Use Unreal Engine MCP
This repo contains two separate things:
| | Hosted Flop MCP (Recommended) | Open-Source Local MCP (This Repo) |
|---|---|---|
| What | Production MCP server hosted at agent.flopperam.com/mcp | Community MCP server you run locally from the Python/ folder |
| Tools | 50+ tools across 9 domains — Blueprint authoring, materials, VFX, animation, landscape, AI/BT, cinematics, PCG, and more | Basic toolset — scene manipulation, actor management, world building, and foundational Blueprint operations |
| Blueprint support | Full lifecycle — batched narrow tools (bp_create, bp_variable, bp_component, bp_nodes, bp_wire, bp_commit), Graph authoring, contract verification, PIE runtime testing | Foundational — add_node, connect_nodes, create_variable, create_function with 23+ node types |
| Unreal plugin | FlopAI plugin — installed separately via flopperam.com/unreal-agent | UnrealMCP plugin — bundled in this repo under UnrealMCP/ |
| Server instructions | Rich per-tool LLM guidance, cross-tool relationship mapping, error recovery patterns | Basic tool descriptions |
| Setup | One URL + API key, no local dependencies | Clone repo, Python 3.12+, run server locally |
| Works with | Cursor, Claude Code, Windsurf, VS Code Copilot, Cline, any MCP client | Same |
The hosted Flop MCP is a completely different, much more advanced server that shares no code with the local
Python/server in this repo. It is actively developed with new tools shipping regularly.
Hosted Flop MCP (Recommended)
One URL, one API key. No local server, no Python install. Works with Cursor, Claude Code, Windsurf, VS Code Copilot, Cline, and any other MCP client.
1. Get an API key at flopperam.com/account
2. Install the FlopAI Unreal plugin — see flopperam.com/docs (Installation tab)
3. Add the config to your IDE
Cursor — .cursor/mcp.json (project) or ~/.cursor/mcp.json (global):
{
"mcpServers": {
"flopperam-unreal": {
"url": "https://agent.flopperam.com/mcp",
"headers": {
"Authorization": "Bearer YOUR_API_KEY"
}
}
}
}
Claude Code — run in your terminal:
claude mcp add -H "Authorization: Bearer YOUR_API_KEY" --transport http flopperam-unreal https://agent.flopperam.com/mcp
VS Code / Copilot — .vscode/mcp.json:
{
"servers": {
"flopperam-unreal": {
"type": "http",
"url": "https://agent.flopperam.com/mcp",
"headers": {
"Authorization": "Bearer YOUR_API_KEY"
}
}
}
}
Cline / Local LLMs (Ollama, LM Studio, etc.):
{
"mcpServers": {
"flopperam-unreal": {
"type": "streamableHttp",
"url": "https://agent.flopperam.com/mcp",
"headers": {
"Authorization": "Bearer YOUR_API_KEY"
}
}
}
}
Verify the server shows as connected in your IDE and start prompting.
Hosted Flop MCP — Full Tool List (50+)
| Category | Tools | Description |
|---|---|---|
| Blueprint Authoring | bp_create, bp_class, bp_variable, bp_component, bp_graph, bp_nodes, bp_wire, bp_input, bp_commit, bp_author, bp_dry_run, bp_skills | Full Blueprint lifecycle — create Actor/Pawn/Character BPs, add variables/components/events/functions, wire graphs with ~40 node types, compile and verify |
| Blueprint Inspection | bp_brief, bp_inspect, bp_export | Read-only orientation — 21 targeted query ops, full GraphSpec JSON export |
| Scene & Level | scene_query, scene_brief, scene_compose, actor_inspect, level_inspect, search_assets, asset_references, project_context | Find actors by class/label/tag with spatial filters, declarative spawn/modify/delete, Content Browser search, dependency graphs |
| Materials & Shading | material_inspect, material_edit | Create materials/instances/functions/Parameter Collections, author expression graphs |
| VFX | niagara_inspect, niagara_edit, niagara_script_edit, chaos_edit | Niagara particle systems, reusable script modules, Geometry Collection destruction |
| Animation | animation_inspect, animation_edit, animation_graph_edit, ik_rig_edit, ik_retarget | Sequences, montages, BlendSpaces, AnimBP graph authoring, IK rigs + retargeting |
| UMG / Widgets | widget_inspect, widget_edit | Widget tree inspection + editing, styles, animation, MVVM, event binding |
| AI & Abilities | behavior_tree, gas_edit, tag_registry_edit | BTs, Blackboards, AI Controllers, EQS, Gameplay Abilities/Effects, Attribute Sets, Gameplay Tags |
| Landscape & Foliage | landscape_inspect, landscape_edit, foliage_inspect, foliage_edit | Sculpting, semantic terrain features, paint layers, heightmap import/export, foliage scattering |
| Cinematics & Audio | sequencer_edit, metasound_edit, sound_asset_edit | Level Sequences with camera cuts, MetaSound procedural audio, SoundCue graphs |
| Procedural | pcg_graph_edit | PCG graphs with generators, samplers, filters, mesh spawners |
| Data Assets | asset_factory | Enums, structs, DataTables, DataAssets, Enhanced Input bundles |
| Editor & Diagnostics | editor_actions, editor_log, performance_audit, window_capture, cpp_source | Save/undo/redo, Output Log, perf analysis, viewport screenshots, C++ source + Live Coding |
| Runtime Verification | pie_test_bp, pie_test_scene | PIE test harnesses with 30+ assertion types |
| Execution | python_execution, unreal_api, skills | Arbitrary Python in-editor, 15,000+ API lookups, on-demand workflow docs |
Open-Source Local MCP (This Repo)
This repo includes a standalone local MCP server (Python/) and a C++ Unreal plugin (UnrealMCP/). This is a simpler, community-maintained toolset for basic Unreal Engine control — scene building, actor management, physics, and foundational Blueprint operations.
If you want the full 50+ tool experience, use the Hosted Flop MCP instead.
| Category | Tools | Description |
|---|---|---|
| Blueprint Visual Scripting | add_node, connect_nodes, delete_node, set_node_property, create_variable, set_blueprint_variable_properties, create_function, add_function_input, add_function_output, delete_function, rename_function | Blueprint programming with 23+ node types, variables with full property control, custom functions |
| Blueprint Analysis | read_blueprint_content, analyze_blueprint_graph, get_blueprint_variable_details, get_blueprint_function_details | Inspect Blueprint structure, event graphs, execution flow, variables, and functions |
| World Building | create_town, construct_house, construct_mansion, create_tower, create_arch, create_staircase | Build architectural structures and settlements |
| Epic Structures | create_castle_fortress, create_suspension_bridge, create_aqueduct | Massive engineering marvels and medieval fortresses |
| Level Design | create_maze, create_pyramid, create_wall | Game levels and puzzles |
| Physics & Materials | spawn_physics_blueprint_actor, set_physics_properties, get_available_materials, apply_material_to_actor, apply_material_to_blueprint, set_mesh_material_color | Physics simulations and material systems |
| Blueprint System | create_blueprint, compile_blueprint, add_component_to_blueprint, set_static_mesh_properties | Visual scripting and custom actor creation |
| Actor Management | get_actors_in_level, find_actors_by_name, delete_actor, set_actor_transform, get_actor_material_info | Scene object control and inspection |
Full setup guide: LOCAL_SETUP.md (includes macOS compilation steps)
The Flop Agent — flopperam.com
The MCP gives your IDE tools. The Flop Agent is a fully autonomous AI that lives inside Unreal Engine — it plans multi-step workflows, writes and executes code, recovers from errors, and iterates until the job is done.
- Dynamic workflows — decomposes complex requests into steps and adapts when something goes wrong
- Unreal-native reasoning — tuned prompts, specialized routing, deep knowledge
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