Unreal Engine MCP Server
Controls the Unreal Editor through a native C++ automation plugin: actors, levels, Blueprints, Niagara and Sequencer.
Add it to your client
Communitynpx unreal-engine-mcp-server
{
"mcpServers": {
"unreal-mcp": {
"command": "npx",
"args": [
"unreal-engine-mcp-server"
]
}
}
}- Transport
- both
- Runtime
- Node
- Auth
- Not required
- License
- MIT
- Stars
- 842
The server pairs a TypeScript process with an in-engine C++ plugin, and every operation routes through that bridge rather than through console commands typed blindly. Coverage runs from asset import and actor transforms to Blueprint and Material graph editing, Niagara effects, Movie Render Queue cinematics, PIE sessions and viewport screenshots — so the model can look at what it just built. Two safety details matter in practice: dangerous console commands are rejected by pattern before reaching the editor, and both transports require a capability token that the plugin generates into the project's Saved folder on first run. It starts and stays up even with no editor attached, retrying the handshake with backoff instead of crashing the client.
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