A side-by-side look at the ChiR24 Unreal MCP and Unreal MCP Ue4 For Ohd MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose ChiR24 Unreal MCP for gaming work as a local process; choose Unreal MCP Ue4 For Ohd for gaming as a local process. You can also run both side by side in one mcpServers block.
UE_PROJECT_PATH.manage_asset, manage_blueprint, control_actor.get_unreal_engine_path, get_unreal_project_path, get_unreal_version.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 64/100 · Good | 59/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | Not declared | Not declared |
| Pricing | Free | Not declared |
| Required env vars | UE_PROJECT_PATH | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 959 | 1 |
| Directory activity | 1 views 0 installs 0 upvotes | 1 views 0 installs 0 upvotes |
| Tools | 23 | 34 |
| Full listing | View ChiR24 Unreal MCP | View Unreal MCP Ue4 For Ohd |
manage_assetAssets, Materials, Render Targets, Behavior Treesmanage_blueprintBlueprints, SCS components, graph editing, UMG widgets, layout, bindings, animationscontrol_actorSpawn, delete, transform, physics, tagscontrol_editorPIE, Camera, viewport, screenshotsmanage_levelLoad/save, streaming, lightingsystem_controlUBT, Tests, Logs, Project Settings, CVars, Python ExecutioninspectObject Introspectionmanage_toolsDynamic tool management (enable/disable at runtime)build_environmentLandscapes, foliage, procedural terrain, lighting, spline roads/rivers/fencesmanage_level_structureLevels, sublevels, World Partition, streaming, data layers, HLOD, volumesmanage_geometryProcedural mesh creation and editing with Geometry Scriptmanage_pcgPCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settingsget_unreal_engine_pathGet the active Unreal Engine root path from the connected editor sessionget_unreal_project_pathGet the active Unreal project file path from the connected editor sessionget_unreal_versionGet the active Unreal Engine version string from the connected editor sessioneditor_create_objectCreate a new object/actor in the world
Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}, 'rotation': {'pitch': 0.0, 'yaw': 45.0, 'roll': 0.0}, 'scale': {'x': 1.0, 'y': 1.0, 'z': 1.0}}
Returns created actor details with final transform values.editor_update_objectUpdate an existing object/actor in the world
Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'UpdatedCube', 'class': 'StaticMeshActor', 'location': {'x': 150.0, 'y': 200.0, 'z': 50.0}, 'rotation': {'pitch': 0.0, 'yaw': 90.0, 'roll': 0.0}, 'scale': {'x': 2.0, 'y': 2.0, 'z': 2.0}}
Returns updated actor details with new transform values.editor_delete_objectDelete an object/actor from the world
Example output: {'success': true, 'message': 'Successfully deleted actor: MyCube', 'deleted_actor': {'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}}}
Returns deletion confirmation with details of the deleted actor.manage_assetAsset tool namespace for listing, searching, inspecting, exporting, validating, duplicating, renaming, moving, deleting, saving, and folder-management actions.manage_actorActor tool namespace for listing, searching, spawning, deleting, transforming, and inspecting level actors.manage_editorEditor tool namespace for run_python, console_command, project_info, map_info, world_outliner, is_pie_running, start_pie, stop_pie, screenshot, and move_camera actions.manage_systemSystem tool namespace for console commands and asset validation actions.manage_inspectionInspection tool namespace for asset, actor, map, and basic Blueprint summary actions.manage_toolsTool-namespace registry for listing registered tool namespaces and describing supported actions. Use this as the discovery entry point for the namespace-first MCP surface.Paste either block (or both) into your client config, e.g. claude_desktop_config.json or ~/.cursor/mcp.json. We only show a config when the install command is confirmed.
{
"mcpServers": {
"chir24-unreal-mcp": {
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server@beta"
],
"env": {
"UE_PROJECT_PATH": "YOUR_UE_PROJECT_PATH_HERE"
}
}
}
}
{
"mcpServers": {
"unreal-mcp-ue4-for-ohd": {
"command": "npx",
"args": [
"-y",
"unreal-mcp-ue4-for-ohd"
]
}
}
}