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  1. Home
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  3. ChiR24 Unreal MCP
ChiR24 Unreal MCP logo
Health: ActiveRecent health check succeeded.Last checked 9/21/2026, 4:16:38 PM

ChiR24 Unreal MCP

User RatingsBe the first to rate and review this MCP server! Enrichment pendingWe haven’t run our AI enrichment pass on this listing yet, so the overview, use cases, and FAQ below may be sparse or missing. We work through the catalog over time — check back soon.
View Repository881 GitHub StarsTotal stargazers on GitHub for the source repository (881 stars).Visit Website

Control Unreal Engine to browse assets, import content, and manage levels and sequences. Automate…

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent — or use 1-click editor setup below.

Add to CursorAdd to VS Code
Not yet automatically verified

We haven't yet run this listing's install command through our automated sandbox check. This isn't a red flag — we're steadily working through the catalog.

Manual Client & Custom JSON ConfigExpand JSON ▾

Client Config & Setup

Choose your client or environment
Target File:~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "chir24-unreal-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-engine-mcp-server"
      ]
    }
  }
}

💡 Paste the JSON block into your client's configuration file under mcpServers, then restart the application.

Install Tool Schemas (23) Directory Badge Claim listing Alternatives🎮 More in Gaming

Capabilities & Tool Schemas (23) ~428 tokensApproximate context cost of this server’s tool schemas (~4 chars/token), before any tool is called. Actual usage depends on your client and model.Self-reported Self-reportedParsed from the repository README, not verified against a live server — may be incomplete or out of date.

Inspect callable tools, capabilities, and parameters exposed to AI agents by ChiR24 Unreal MCP.

manage_asset

Assets, Materials, Render Targets, Behavior Trees

manage_blueprint

Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations

control_actor

Spawn, delete, transform, physics, tags

control_editor

PIE, Camera, viewport, screenshots

manage_level

Load/save, streaming, lighting

system_control

UBT, Tests, Logs, Project Settings, CVars, Python Execution

Documentation Overview

Unreal Engine MCP Server

License: MIT NPM Package MCP SDK Unreal Engine MCP Registry Project Board Discussions

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.


Table of Contents

  • Features
  • Getting Started
  • Configuration
  • Available Tools
  • Docker
  • Documentation
  • Community
  • Development
  • Contributing

Features

CategoryCapabilities
Asset ManagementBrowse, import, duplicate, rename, delete assets; create materials
Actor ControlSpawn, delete, transform, physics, tags, components
Editor ControlPIE sessions, camera, viewport, screenshots, bookmarks
Level ManagementLoad/save levels, streaming, lighting
Animation & PhysicsAnimation BPs, state machines, ragdolls, vehicles, constraints
Visual EffectsNiagara particles, GPU simulations, procedural effects, debug shapes
SequencerCinematics, timeline control, camera animations, keyframes
Graph EditingBlueprint, Niagara, Material, and Behavior Tree graph manipulation
AudioSound cues, audio components, sound mixes, ambient sounds
SystemConsole commands, UBT, tests, logs, project settings, CVars

Architecture

  • Native C++ Automation — All operations route through the MCP Automation Bridge plugin
  • Dual Transport — Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge
  • Dynamic Type Discovery — Runtime introspection for lights, debug shapes, and sequencer tracks
  • Graceful Degradation — Server starts even without an active Unreal connection
  • On-Demand Connection — Retries automation handshakes with exponential backoff
  • Command Safety — Blocks dangerous console commands with pattern-based validation
  • Capability Token Auth — Optional token-based authentication for both WS and HTTP transports
  • Asset Caching — 10-second TTL for improved performance
  • Metrics Rate Limiting — Per-IP rate limiting (60 req/min) on Prometheus endpoint
  • Centralized Configuration — Unified class aliases and type definitions

Getting Started

Prerequisites

  • Unreal Engine 5.0–5.8 (5.8 preview validated)

Choose your transport:

  • Option A: Native MCP (recommended) — no additional dependencies
  • Option B: TypeScript Bridge — requires Node.js 18+

Step 1: Install MCP Server (Option B only — skip for Native MCP)

Skip this step if using Option A: Native MCP Transport (Step 4A below).

NPX (Recommended):

Terminal
npx unreal-engine-mcp-server

Clone & Build:

bash
git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js

Step 2: Install Unreal Plugin

The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.

From source (requires a project with code target)

Your project must have a code target (.sln or .xcworkspace). Blueprint-only projects cannot compile native plugins — to convert, add any class via Tools > New C++ Class in the editor.

Method 1: Copy Folder

text
Copy:  Unreal_mcp/plugins/McpAutomationBridge/
To:    YourUnrealProject/Plugins/McpAutomationBridge/

Method 2: External Plugin Directory (no copy needed)

  1. Open Unreal Editor → Edit → Plugins
  2. Click Plugin Directories (bottom-left)
  3. In Additional Plugin Directories, add the path to Unreal_mcp/plugins/
  4. Restart the editor — the plugin will be picked up from the external location

This saves the path in your .uproject file so the plugin stays linked without copying.

The plugin compiles automatically when you open the project — UE detects the .uplugin + Source/ and runs UnrealBuildTool.

Video Guide:

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

⚠️ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" — click Yes. If instead you see "Missing Modules — McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." — open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.

Pre-built (works with any project, including Blueprint-only)

Build the plugin once, then distribute the compiled binaries — no IDE or compilation needed on the target machine.

1. Build:

bash
# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6

# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6

This produces a zip like McpAutomationBridge-v0.5.30-UE5.6-Mac.zip.

2. Install: unzip into YourProject/Plugins/ and open the project. That's it — no compilation step.

Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5, 5.7, or 5.8.

Step 3: Enable Required Plugins

Enable via Edit → Plugins, then restart the editor.

Core Plugins (Required)
PluginRequired For
MCP Automation BridgeAll automation operations
Editor Scripting UtilitiesAsset/Actor subsystem operations
NiagaraVisual effects and particle systems
Optional Plugins (Auto-enabled)
PluginRequired For
Level Sequence Editormanage_sequence operations
Control Riganimation_physics operations
GeometryScriptingmanage_geometry operations
Behavior Tree Editormanage_ai Behavior Tree operations
Niagara EditorNiagara authoring
Environment Query EditorAI/EQS operations
Gameplay Abilitiesmanage_gas operations
MetaSoundmanage_audio MetaSound authoring
StateTreemanage_ai State Tree operations
Smart ObjectsAI smart object operations
Enhanced Inputmanage_networking input mapping operations
Chaos ClothCloth simulation
InterchangeAsset import/export
Data ValidationData validation
PCGmanage_pcg graph authoring and execution
Procedural Mesh ComponentProcedural geometry
OnlineSubsystemSession/networking operations
OnlineSubsystemUtilsSession/networking operations

💡 Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed.

Step 4: Configure MCP Client

Option A: Native MCP Transport (Direct HTTP — no bridge needed)

The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP — no TypeScript bridge, no Node.js, no npm.

Enable in Unreal:

  1. Edit > Project Settings > Plugins > MCP Automation Bridge
  2. Check Enable Native MCP
  3. Set port (default: 3000)
  4. Optionally set Native MCP Instructions for project-specific guidance
  5. Restart the editor

Configure your MCP client to use Streamable HTTP transport at:

Code
http://localhost:3000/mcp

Claude Code:

Terminal
claude mcp add unreal-engine --transport http http://localhost:3000/mcp

Or manually in ~/.claude/settings.json or project .mcp.json:

config.json
{
  "mcpServers": {
    "unreal-engine": {
      "type": "url",
      "url": "http://localhost:3000/mcp"
    }
  }
}

Cursor (.cursor/mcp.json):

config.json
{
  "mcpServers": {
    "unreal-engine": {
      "url": "http://localhost:3000/mcp"
    }
  }
}

Verify it works:

  • Status bar — look for ● MCP :3000 (2) in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings.
  • Output Log — filter by LogMcpNativeTransport to see connections, tool calls, and session activity:
    Code
    LogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp
    LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1)
    LogMcpNativeTransport: tools/call: inspect (RequestId=...)
    LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)
    

Features:

  • SSE streaming for real-time progress during long operations
  • Multiple concurrent sessions (Cursor + Claude Code + others simultaneously)
  • Dynamic tool management — core tools load by default, enable more via manage_tools
  • Python execution via execute_python action (inline code or .py files)
  • Capability token authentication — enable in project settings for network security

Option B: TypeScript Bridge (stdio — classic setup)

Add to your Claude Desktop / Cursor config file:

Read the full README →View source on GitHub →

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Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars
881
Stargazers on the source repository.
npm downloads
1.7k
Package downloads in the last 30 days.
Last commit
3d ago
Most recent push to the default branch.
Tools exposed
23
Callable tools this server registers over MCP.

Reviews

No reviews yet — be the first to share how this listing worked for you.

Frequently Asked Questions about ChiR24 Unreal MCP

Add the following block to your claude_desktop_config.json under mcpServers: "mcpServers": { "chir24-unreal-mcp": { "command": "npx", "args": ["-y","unreal-engine-mcp-server"] } }

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Technical Specs & Signals

Category🎮Gaming
More technical detailsExpand ▾
TransportSTDIO
RuntimeNode.js
Last updatedSep 21, 2026
12/12 checks healthy over the last 45d
Views0
Unique ViewsTotal visits recorded for this listing page on AllMCPs.
Installs0
Installs & Copy ActionsTotal times users copied install commands or configuration snippets for this server.
GitHub stars881
GitHub Star CountTotal stargazers on GitHub representing community popularity (881 stars).
Last commit3d ago
Last Repository CommitThe most recent commit or push recorded for this server's GitHub repository.Last commit on Sep 21, 2026
npm downloads1,657/mo
Monthly npm DownloadsAverage monthly package installs recorded from npm registry statistics.
64Quality signal: Good · 64/100How this signal is calculated ▾
Server availabilityNot measured

Not scored for repo-hosted servers — we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership10/20
Documentation & tools25/30
Adoption & activity13/15
Community engagement0/10

A guidance signal from public completeness & health data — not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 3d ago via OSV.dev · unreal-engine-mcp-server (npm)

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