UE4.27 MCP server for controlling Unreal Editor sessions over Python Remote Execution.
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent โ or use 1-click editor setup below.
๐ก Paste the JSON block into your client's configuration file under mcpServers, then restart the application.
UE4.27.2-focused MCP server for Unreal Engine using Unreal Python Remote Execution
unreal-mcp-ue4 started from the core idea and early workflow shape of runreal/unreal-mcp, but it has since been heavily refactored for Unreal Engine 4.27.2 and expanded with many new tools, UE4-specific compatibility layers, documentation, and smoke coverage. At this point, the original inspiration remains, but the public surface and day-to-day behavior are substantially different and UE4-first.
This port and the follow-up tool, documentation, and smoke-test work were developed with assistance from OpenAI Codex.
This project is still under active development, so bugs, rough edges, and UE4.27-specific limitations may still surface.
Published package:
unreal-mcp-ue4
Registry name:io.github.conaman/unreal-mcp-ue4
4.27.218+npmThis is the most important setup step: your MCP client must know how to launch unreal-mcp-ue4.
Recommended global install:
After the global install, use the published unreal-mcp-ue4 binary in your client configuration.
One-off invocation with npx:
Local source checkout:
Successful build output should create dist/bin.js, dist/index.js, and dist/editor/tools.js. Use the dist/bin.js path in the local source checkout examples below.
Use the global examples when you installed with npm install -g unreal-mcp-ue4. Use the local source checkout examples when you are developing from a cloned repository.
Global npm install:
Local source checkout:
Global npm install:
Local source checkout:
Create or update .vscode/mcp.json.
Global npm install:
Local source checkout:
Then start the server from the MCP config UI and verify that unreal-ue4 appears in the tools picker.
Official Copilot docs:
This repository does not ship its own Unreal plugin. Instead, it depends on built-in editor features that must be enabled in your UE4.27.2 project.
In Unreal Editor:
Edit -> Plugins.Python Editor Script Plugin.Editor Scripting Utilities.SequencerScripting if you want to use advanced manage_sequence actions such as actor binding, track or key edits, camera cuts, playback ranges, and speed-track analysis.Edit -> Project Settings -> Python.Enable Remote Execution.Notes:
manage_* namespace tools as the main MCP surface.params keys per action instead of relying only on trial and error.manage_editor.project_info as the canonical project summary entry point.manage_editor.map_info and manage_level.world_outliner as the canonical map and level read entry points.manage_editor.run_python as an escape hatch for debugging, rapid prototyping, and UE4.27 API gaps that are not yet wrapped as stable tools.Enable Remote Execution are enabled.npm install -g unreal-mcp-ue4, or build your local checkout with npm run build.Useful first commands:
unreal-mcp-ue4 --version to print the MCP server package version without starting stdio transport.manage_editor with action: "project_info"manage_editor with action: "map_info"manage_level with action: "world_outliner"manage_tools with action: "list_namespaces"Useful first natural-language requests:
Get project info from the unreal-ue4 server.List the actors in the current level.Spawn a StaticMeshActor named TestCube at 0,0,100.DataAsset and StringTable assets.action and params.Use this when you want to verify MCP startup, tool discovery, namespace action schemas, and action-specific parameter validation without launching Unreal Editor.
The smoke test builds the server, launches its own local MCP server process, connects to the already running Unreal Editor, and runs a deterministic validation flow. You do not need to start a separate MCP server manually before this test.
This checks:
This adds:
/Game/MCP/TestsUseful options:
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