ue-mcp
Health Gecti
- License — License: MIT
- Description — Repository has a description
- Active repo — Last push 0 days ago
- Community trust — 25 GitHub stars
Code Basarisiz
- execSync — Synchronous shell command execution in scripts/build-and-run.js
- process.env — Environment variable access in scripts/build-utils.js
- exec() — Shell command execution in scripts/build.js
- process.env — Environment variable access in scripts/run.js
- exec() — Shell command execution in scripts/smoke-test.js
Permissions Gecti
- Permissions — No dangerous permissions requested
This server acts as a bridge between AI assistants and the Unreal Editor. It exposes over 300 Unreal Engine actions—such as manipulating levels, blueprints, and assets—so they can be controlled programmatically via natural language.
Security Assessment
Overall risk: Medium. The tool has a wide-reaching attack surface because it is specifically designed to execute shell commands and directly modify your filesystem and Unreal project files. The automated scan flagged multiple instances of shell command execution within its build and test scripts (e.g., build-and-run.js, smoke-test.js). While this is standard for a development toolkit, it becomes a significant security concern when triggered by an AI assistant. Additionally, the scripts access environment variables, which could potentially expose sensitive system configurations. There are no hardcoded secrets, but the deep system integration requires strict oversight of the prompts passed to the AI to prevent unintended file modifications or malicious command execution.
Quality Assessment
Quality is solid. The project is actively maintained, with the most recent code push occurring just today. It is properly licensed under the MIT license and has garnered 25 GitHub stars, indicating a growing baseline of community trust and early adoption. The documentation appears comprehensive, featuring dedicated guides for architecture, configuration, and troubleshooting.
Verdict
Use with caution: while the project is active and well-documented, granting an AI assistant deep system access and shell execution capabilities requires strict human oversight of all generated commands.
Complete Unreal Engine development toolkit exposed as MCP tools.
UE-MCP
Unreal Engine Model Context Protocol Server — gives AI assistants deep read/write access to the Unreal Editor through 19 category tools covering 300+ actions.
flowchart LR
AI[AI Assistant] -->|stdio| MCP[MCP Server<br/>TypeScript / Node.js]
MCP -->|WebSocket<br/>JSON-RPC| Plugin[C++ Bridge Plugin<br/>inside Unreal Editor]
Plugin -->|UE API| Editor[Editor Subsystems]
MCP -->|direct fs| FS[Config INI<br/>C++ Headers<br/>Asset Listing]
Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, GAS, networking, sequencer, build pipeline — all programmable through natural language.
Quick Start
npx ue-mcp init
The interactive setup will:
- Find your
.uproject(auto-detects in current directory) - Let you choose which tool categories to enable
- Deploy the C++ bridge plugin to your project
- Enable required UE plugins (Niagara, PCG, GAS, etc.)
- Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor)
Restart the editor once after setup to load the bridge plugin. To update later: npx ue-mcp update
Then ask your AI:
project(action="get_status") — verify connection
level(action="get_outliner") — see what's in the level
asset(action="list") — browse project assets
Manual Configuration
If you prefer to configure manually, add to your MCP client config:
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["ue-mcp", "C:/path/to/MyGame.uproject"]
}
}
}
Documentation
- Getting Started — Installation, configuration, first run
- Architecture — How the pieces fit together
- Tool Reference — All 19 tools with every action
- Configuration —
.ue-mcp.jsonand MCP client config - Neon Shrine Demo — Interactive guided demo
- Feedback — Agent feedback system
- Troubleshooting — Common issues and fixes
- Development — Building, testing, contributing
What Can It Do?
| Category | Examples |
|---|---|
| Levels | Place/move/delete actors, spawn lights and volumes, manage splines |
| Blueprints | Read/write graphs, add nodes, connect pins, compile |
| Materials | Create materials and instances, author expression graphs |
| Assets | CRUD, import meshes/textures/animations, datatables |
| Animation | Anim blueprints, montages, blendspaces, skeletons |
| VFX | Niagara systems, emitters, parameters |
| Landscape | Sculpt terrain, paint layers, import heightmaps |
| PCG | Author and execute Procedural Content Generation graphs |
| Gameplay | Physics, collision, navigation, behavior trees, EQS, perception |
| GAS | Gameplay Ability System — attributes, abilities, effects, cues |
| Networking | Replication, dormancy, relevancy, net priority |
| UI | UMG widgets, editor utility widgets and blueprints |
| Editor | Console, Python, PIE, viewport, sequencer, build pipeline, logs |
| Reflection | Class/struct/enum introspection, gameplay tags |
Supported Platforms
- Windows — UE 5.4–5.7
- Linux — UE 5.6+ (contributed by @robinduckett)
Requires PythonScriptPlugin (ships with UE 4.26+).
Contributing
Issues and pull requests welcome. If an AI agent had to fall back to execute_python during your session, it will offer to submit structured feedback automatically — this helps us prioritize which native handlers to add next.
Contributors
- @robinduckett — Linux platform support (#96)
License
MIT — see LICENSE.
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