A side-by-side look at the Unreal AI Connection and Glade MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Unreal AI Connection for gaming work; choose Glade MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
execute_unreal_python, run_python_file, apply_python_to_selection.request_user_input, get_session_summary, think.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 51/100 · Good | 61/100 · Good |
| Install command | Not confirmed yet | Confirmed |
| Transport | — | Local subprocess (stdio) |
| Auth | No auth required | Not declared |
| Pricing | Free | Not declared |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 9 | 214 |
| Directory activity | 4 views 0 installs 0 upvotes | 1 views 0 installs 0 upvotes |
| Tools | 80 | 97 |
| Full listing | View Unreal AI Connection | View Glade MCP |
execute_unreal_pythonUniversal escape hatch — run arbitrary `unreal.*` Python in the editor's interpreter. Multi-line scripts work.run_python_fileExecute a `.py` file from disk in the editor's Python interpreter.apply_python_to_selectionRun a Python snippet with the editor's current selection bound as `actors` / `assets`.exec_python_persistentPersistent Python session — variables defined in one call survive into the next.reset_python_stateWipe the persistent session's globals.get_project_summaryProject name, engine version, enabled plugins, asset count.find_assetsQuery the asset registry by class + path + name.inspect_assetClass, tags, dependencies, referencers, on-disk size.move_assetMove an asset to a different folder; UE creates a redirector at the source path.rename_assetChange an asset's leaf name in place; UE creates a redirector at the old name.duplicate_assetCopy an asset to a new path.delete_assetDelete an asset; refuses if referenced by other packages unless `force=true`.request_user_inputAsk a clarifying question when critical ambiguity blocks progress. Use 2-4 meaningful options. Use multi-select only when multiple selections can all apply.get_session_summaryList every mutation made this Unity session grouped by category (scripts, materials, gameObjects, components, etc.) with a timeline. Use to answer 'what did you just do' / 'what changed' without re-reading scene state. Read-only.thinkReason about a complex multi-step task before executing it. Use to plan what objects/assets/scripts to create, in what order (scripts before add_component), and what positions/configurations are needed. Does not modify anything.get_scene_hierarchyList GameObject paths in the active scene. Results are capped and BFS-balanced — use find_game_objects (nameContains/hasComponent/tag) or list_children to drill into a specific subtree instead of raising maxResults. For per-object components/state, follow up with get_gameobject_info or get_gameobject_components.get_gameobject_infoGet detailed information about a GameObject: position/rotation/scale, components, materials (with path and shaderName), and component-specific data (e.g., terrain data). Use to inspect properties or find a reference object's position before calculating offsets.find_game_objectsFind GameObjects in the scene by name, tag, layer, or component type. Returns a list of matching GameObject paths.get_selectionGet the currently selected GameObjects in the Unity Editor. Returns paths to all selected objects.set_selectionSet the Unity Editor selection to specific GameObjects by path. WARNING: This selects objects in the Project window (prefabs/assets) OR scene. If you select a prefab/asset, you CANNOT use it with tools that require scene GameObjects (like get_gameobject_info, set_transform, etc.). Only use set_selection for scene objects that exist in the hierarchy. To work with prefabs, you must instantiate them first with create_game_object or instantiate_prefab.get_unity_console_logsRead Unity Editor runtime/play-mode console entries (Debug.Log, runtime exceptions, MonoBehaviour errors). Returns up to 2000 entries. NOT for verifying script compilation — compile_scripts already returns errorCount + per-error file/line/source-context. Calling this after a clean compile (errorCount=0) is forbidden. Valid uses: (a) compile_scripts returned errorCount>0 AND you need extra runtime context, (b) a non-compile tool returned an error you must debug, (c) the user explicitly asked to check the console / read the logs.refresh_asset_databaseRefresh the AssetDatabase.open_sceneOpen a scene in the editor.save_sceneSave the current active scene.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.
No confirmed install command for Unreal AI Connection yet — follow the setup steps linked from its listing page rather than a guessed package name.
{
"mcpServers": {
"glade-mcp": {
"command": "uvx",
"args": [
"gladekit-mcp"
]
}
}
}