Weppy Roblox MCP vs Ue MCP
A side-by-side look at the Weppy Roblox MCP and Ue MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Weppy Roblox MCP for gaming work as a local process; choose Ue MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
Which MCP server should you choose?
Choose Weppy Roblox MCP when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- Its auth model fits you: No auth required.
- You want tools like
query_instances, mutate_instances, manage_properties.
Choose Ue MCP when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- Its auth model fits you: No auth required.
- You want tools like
tools, flow.
Feature & specification comparison
Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 69/100 · Great | 63/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | No auth required | No auth required |
| Pricing | Free | Free |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 68 | 448 |
| Directory activity | 4 views 0 installs 0 upvotes | 0 views 0 installs 0 upvotes |
| Tools | 25 | 2 |
| Full listing | View Weppy Roblox MCP | View Ue MCP |
Tools & capabilities
Weppy Roblox MCP tools 25
query_instancesQuery Roblox instances: get, children, find child/descendant, wait for child, class info, search by name/class. [PRO] file_tree, project_structure, descendants, ancestors, search by property/tag.mutate_instancesCreate, delete, clone, move, rename, or pivot instances. [PRO] create_tree, mass_create, mass_delete, mass_duplicate, smart_duplicate, scatter.manage_propertiesGet/set properties, attributes, and tags on instances. [PRO] set_calculated, set_relative, mass_set, mass_get, modify_children.manage_scriptsManage script source code: read, write, create, delete, edit lines, search, and validate Luau syntax. [PRO] replace across scripts.manage_uiCreate / update / verify Roblox in-game UI (ScreenGui / Frame / TextLabel / …). Always start with `design_brief`. For ambiguous input, it inspects Studio context and returns candidate brief patches; Do not dump enum lists at the user. An empty StarterGui does not prove runtime UI absence: for an existing-UI review, follow `runtime_review_required`, collect a structured Play Client PlayerGui snapshot, and pass its saved `runtimeEvidenceRef`. Pass relevant repository evidence in `projectContext`; explicit screen job, visual thesis, forbidden defaults, tokens, and approved assets determine the direction without a built-in subject preset. `design_brief` returns a primary-view-first Design Contract and an advisory Layout Plan with neutral regions, AnchorPoint strategy, and responsive behavior; it is not a hard tree preset or style quota. A calling agent may declare provider-neutral image generation capability through `agentCapabilities`; missing or unavailable capability must use the explicit existing, user-provided, Creator Store, or assetless fallback. Keep the returned `brief_id`, `design_contract`, and `layout_plan` through creation, update, preview, and check. The asset recommendation gate considers user references, project assets, existing UI, and user-approved `manage_assets.search` intent; do not use a recommendation until the user accepts it. After each meaningful create or update, preview the representative primary view and submit a calling-agent critic verdict (`recompose`, `refine`, or `approved`) with `visualReview`. Read `primary_visual_verdict`, `functional_safe`, `responsive_requirement`, `responsive_ready`, `required_dimensions`, and `readiness` separately from mutation success. Responsive evidence blocks readiness only when the Design Contract marks it required. Read `weppy://ui-studio/guide` for the authoring workflow, `weppy://ui-studio/tokens` for optional visual examples, and `weppy://ui-studio/functional-rules` for machine-readable advisory evidence rules. Design Check permits `priority_high` only for observed functional visual failures such as meaningful overlap, unreadable content, invalid geometry, or primary-view occlusion; style-only findings remain medium or low.manage_lighting[PRO] Configure environment: lighting, atmosphere, sky, terrain properties, time of day.manage_selectionGet, set, or clear selection. [PRO] context, details, add/remove items, watch changes.manage_cameraCamera operations: get info, focus on instance/position, suggest view, capture Edit-mode viewport screenshot (Edit mode only; not usable during playtest).manage_tween[PRO] Tween service: create, play, pause, cancel tweens for smooth animations.manage_audio[PRO] Audio management: play, stop, pause, resume sounds. Set audio listener.manage_animation[PRO] Animation: load, play, stop animations. Get animation tracks from humanoid/controller.manage_physics[PRO] Physics collision groups: register, set collidable between groups, list groups.- +13 more on the listing page
Ue MCP tools 2
toolsGateway to every ue-mcp category (micro context mode). Find actions with search, inspect parameters with describe, then invoke with call. Actions: - search: Find actions by keyword or intent; returns category.signature lines. Params: query, limit? (default 20) - list_categories: List every category with a one-line summary. - describe: A category's action signatures a page at a time, or one action's parameter schema. Params: category, method?, offset? - call: Invoke any action. Params: category, method (the action name), args (object of the action's params).flowRun pre-built named sequences for this project. ALWAYS check project(action="get_status") first - its 'flows' field lists what's available. If a flow matches the user's request, run it via flow(action="run", flowName="...") instead of composing the sequence by hand. Config reloads on every call - no restart needed. Actions: - run: Execute a named flow from ue-mcp.yml. Params: flowName, skip? (step names or numbers), params? (runtime options merged into every step's options, highest priority), rollback_on_failure? (invoke inverse tasks in reverse order when a later step fails). A step whose handler reports success:false FAILS the step and stops the run, and the inverses collected up to and including it are what rollback_on_failure unwinds. A step whose failure is EXPECTED says so itself, in the YAML, with ignore_failure: true - the run walks on, and the step is still recorded as failed with its error and its data, marked ignoredFailure. That is how stop, build, start survives an editor that was already stopped, instead of editor(stop_editor) reporting a success it did not achieve. The failing step's OWN inverse, which a few handlers attach after a partial write, is collected like every other: under rollback_on_failure it is replayed FIRST, ahead of the steps before it, so the partial write is undone before they unwind. It arrives verbatim on steps[i].partialWriteRollback, whose replayed flag says whether the runner ran it or it is yours to run, and in that step's error text. A nested flow's steps arrive on steps[i].nestedSteps, reported on the same terms. Returns a summary, every step's data, and the runId. - plan: Show a flow's execution plan without running a step of it. Params: flowName. Returns the ordered plan, and the flow as declared under definition: its description and each step's task or nested flow, options and conditions, with ${steps.N...} references left unresolved. - list: List the flows available to this project, merged from ue-mcp.yml, the user-global config and any loaded plugin. Params: none Step types supported in YAML flows: any MCP action (category.action), nested flows (flow:), and 'shell' for running shell/exec commands. Per-step options: options, when, retries, retryDelay, retryOn, and ignore_failure (record this step's failure and carry on). Example shell step: steps: 1: { task: shell, options: { command: "npm run up:build" } }
Ready-to-paste client configs
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.
Weppy Roblox MCP
{
"mcpServers": {
"hope1026-weppy-roblox-mcp": {
"command": "npx",
"args": [
"-y",
"@weppy/roblox-mcp@latest"
]
}
}
}
Ue MCP
{
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": [
"-y",
"ue-mcp"
]
}
}
}
Frequently asked questions
Weppy Roblox MCP is categorized under Gaming and uses a local stdio subprocess. Ue MCP belongs to Gaming and uses a local stdio subprocess. Pick Weppy Roblox MCP for gaming work and Ue MCP for gaming.
Copy the mcpServers block from the config section on this page into your client's config (for example claude_desktop_config.json or ~/.cursor/mcp.json), then fully restart the client.
Weppy Roblox MCP is listed as free. Auth: no auth required. Ue MCP is listed as free. Auth: no auth required. If a server needs environment variables such as API keys, define them under the env key in your client's MCP config.
Yes. MCP clients support multiple servers: add hope1026-weppy-roblox-mcp and ue-mcp as separate keys in the same mcpServers object, and your assistant will call tools from either one.
On AllMCPs, Weppy Roblox MCP has a quality signal of 69/100 (Great) with 4 views, 0 installs and 68 GitHub stars. Ue MCP has 63/100 (Good) with 0 views, 0 installs and 448 GitHub stars.