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
| Feature | Details |
|---|---|
| Tools | 305 tools across 42+ configurable categories |
| Resources | 15 read-only data sources for project/level/editor context |
| Prompts | 12 reusable workflow templates |
| Protocol | MCP spec 2025-06-18 (Streamable HTTP) + backward-compatible SSE |
| Transport | JSON-RPC 2.0 over HTTP on configurable port (default 13579) |
| Engine | Unreal Engine 5.7, Editor module (Win64, Mac, Linux) |
| Threading | All UE API calls dispatched to game thread automatically |
| Undo | All mutating tools wrapped in editor transactions (Ctrl+Z) |
| Presets | 5 tool presets: Full, Scene Building, Gameplay, Minimal, Custom |
| Status Bar | Live 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:
| Preset | Tools | Use Case |
|---|---|---|
| Full | ~305 | All 42+ categories enabled. Maximum capability. |
| Scene Building | ~170 | Core + Scene + Scripting + Cinematic + World + VFX + Workflow. |
| Gameplay | ~190 | Core + Scripting + Gameplay + AI + Data + Physics + Workflow. |
| Minimal | ~28 | Actor + Editor + Level only. Lowest context cost. |
| Custom | Variable | Per-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