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Unreal MCP Server

Unreal MCP Server

305 tool AI-powered editor automation for Unreal Engine 5.7 via the Model Context Protocol.

The Unreal MCP Server is a Model Context Protocol (MCP) server plugin for Unreal Engine 5.7 that exposes 305 editor tools, 15 resources, and 12 prompts to AI agents via JSON-RPC 2.0 over HTTP. Built by StraySpark.

Feature Overview

FeatureDetails
Tools305 tools across 42+ configurable categories
Resources15 read-only data sources for project/level/editor context
Prompts12 reusable workflow templates
ProtocolMCP spec 2025-06-18 (Streamable HTTP) + backward-compatible SSE
TransportJSON-RPC 2.0 over HTTP on configurable port (default 13579)
EngineUnreal Engine 5.7, Editor module (Win64, Mac, Linux)
ThreadingAll UE API calls dispatched to game thread automatically
UndoAll mutating tools wrapped in editor transactions (Ctrl+Z)
Presets5 tool presets: Full, Scene Building, Gameplay, Minimal, Custom
Status BarLive server status indicator in the editor toolbar

How It Works

AI clients such as Claude Code, Cursor, or any MCP-compatible agent connect to the plugin over HTTP. The plugin translates JSON-RPC 2.0 requests into Unreal Editor API calls, executing them on the game thread with full undo support.

AI Client (Claude Code, Cursor, etc.)
    |
    |  HTTP POST/GET/DELETE  (JSON-RPC 2.0)
    v
+--------------------------------------------------+
|  FMCPHttpServer (Streamable HTTP + Legacy SSE)   |
|  Port 13579 (configurable)                       |
+--------------------------------------------------+
|  JSON-RPC Dispatch                               |
|  +-- initialize / ping                           |
|  +-- tools/list -> FMCPToolRegistry (305 tools)  |
|  +-- tools/call -> Tool Handler (game thread)    |
|  +-- resources/list/read -> FMCPResourceProvider |
|  +-- prompts/list/get -> FMCPPromptProvider      |
+--------------------------------------------------+
|  UMCPSettings (presets, category toggles,        |
|  rate limiting, security, verbose logging)        |
+--------------------------------------------------+

Each tool handler executes on the editor's game thread via AsyncTask(ENamedThreads::GameThread, ...). All mutating operations are wrapped in GEditor->BeginTransaction() / EndTransaction() for full undo support.

Tool Categories at a Glance

The 305 tools are organized into 42+ categories grouped by domain:

  • Core -- Actor (14), Editor (7), Asset (6), Level (6)
  • Scene Building -- Material (5), MaterialGraph (8), StaticMesh (7), Batch (3), Environment (4)
  • Scene -- Spatial (10)
  • Scripting -- Blueprint (51), Python (1), Search (2)
  • UI -- Widget/UMG (16), CommonUI (4)
  • AI Generation -- AI Image (2), AI 3D Model (3)
  • Animation -- Animation (5), AnimGraph (14), ControlRig (2)
  • Cinematic -- Sequencer (12)
  • Gameplay -- GAS (8), EnhancedInput (6), GameFramework (6), GameplayTags (3)
  • AI -- AI/BehaviorTree (8), StateTree (5)
  • Physics -- Physics (9), Navigation (3)
  • World -- Spline (7), WorldPartition (2), Landscape (3), Foliage (4)
  • VFX and Audio -- Niagara (3), Audio (3), MetaSound (6)
  • Data -- DataTable (3), DataStructures (3)
  • Networking -- Networking (5)
  • Workflow -- Macro (6), Build (7), EngineAPI (3), AssetManagement (7), Performance (4)

See the full Tool Categories reference for details on every tool.

Presets

Choose a preset to control which tool categories are available and manage AI context token costs:

PresetToolsUse Case
Full~305All 42+ categories enabled. Maximum capability.
Scene Building~170Core + Scene + Scripting + Cinematic + World + VFX + Workflow.
Gameplay~190Core + Scripting + Gameplay + AI + Data + Physics + Workflow.
Minimal~28Actor + Editor + Level only. Lowest context cost.
CustomVariablePer-category toggles for fine-grained control.

Resources and Prompts

The plugin provides 15 read-only resources for context awareness (project info, level data, performance stats) and 12 reusable prompts for common workflows (world building, blueprint development, debugging). The server uses schema-on-demand context optimization, delivering tool schemas only when needed to minimize AI context token costs.

Next Steps

  • Getting Started -- Install the plugin and connect your first AI client
  • Installation -- Detailed installation, configuration, and troubleshooting
  • Architecture -- Deep dive into the plugin's internal design
  • STDIO Bridge -- Connect clients that only support STDIO transport
  • API Reference -- Core classes, settings, HTTP endpoints, and tool registration

Settings Reference

Complete reference for all UltraWire settings, organized by category.

Getting Started

Install the Unreal MCP Server plugin, start the HTTP server, and connect your AI client in minutes.

On this page

Feature OverviewHow It WorksTool Categories at a GlancePresetsResources and PromptsNext Steps