What Unreal-MCP MCP server does
Unreal-MCP MCP server gives AI agents an interface for operating an Unreal Editor project. The plugin exposes editor operations as MCP tools, allowing an agent to inspect project state and make changes such as spawning actors, editing levels, managing assets, authoring Blueprints, and editing or compiling C++.
The system also supports visual feedback. Agents can inspect screenshots from the viewport, game view, cameras, or isolated actors. Pixel-capture tools require a GPU-backed editor; other supported operations can run headless. The project is marked beta, so teams should evaluate it against their editor workflows before relying on it for production automation.
How it works
Unreal Editor hosts the native C++ plugin. Because the editor is C++, the MCP host is not loaded in-process as a .NET component. Instead, the plugin automatically starts an unreal-mcp-bridge sidecar and communicates with it through a localhost IPC channel.
The sidecar connects the editor-side tools to an MCP server. The default route uses the hosted ai-game.dev backend. A self-hosted deployment can use the engine-agnostic GameDev-MCP-Server, whose executable is named gamedev-mcp-server. That server is shared by the related Unity and Godot integrations, but this repository contains the Unreal plugin and bridge rather than the server source.
A shared RQL data layer provides one query and mutation language for actors, components, assets, levels, and editor state. Blueprint and C++ workflows return structured compile errors or warnings so an agent can use the result when making follow-up changes. Tool availability can be controlled from the MCP Tools window, with enablement enforced when a tool executes.
Setup and configuration
The Unreal-MCP MCP server targets Unreal Engine 5.5 and newer; the project reports CI testing against later 5.x versions. Installation is provided through the published unreal-mcp-cli, which can install the plugin. A precompiled plugin listing for the Fab or Epic Marketplace is described as forthcoming, so the CLI is the documented available installation path in the supplied material.
After the plugin is installed, it manages the bridge process used to connect the editor to the MCP backend. Choose the hosted service for the default setup, or configure the connection to use your own GameDev-MCP-Server when self-hosting is required. The supplied material does not specify required environment variables or command-line flags.
Tools and capabilities
The documented capabilities include:
- Querying and mutating editor data with RQL.
- Creating, editing, and compiling Blueprints.
- Reading, scaffolding, editing, and compiling project C++ through Live Coding or Unreal Build Tool workflows.
- Spawning actors and changing levels.
- Managing Unreal assets and editor state.
- Capturing viewport, game-view, camera, and isolated-actor screenshots.
- Registering custom tools, prompts, and resources from other Unreal plugins through the public modular-feature contract.
- Enabling or disabling individual MCP tools.
These capabilities make the Unreal-MCP MCP server a fit for agents that need to perform editor operations and verify results, not just generate Unreal source code. Screenshot support depends on access to a GPU-backed editor, while non-capture operations are documented as headless-capable.