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Unreal MCP Ue4 For Ohd

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UE4.25 MCP server for Unreal Editor via Python Remote Execution (OHD mod-kit retarget).

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent — or use 1-click editor setup below.

One-click editor setup isn’t available for this listing yet — we don’t have a confirmed install command, and we’d rather show nothing than point your editor at the wrong package or host. Follow the project’s own setup instructions, linked above.

Manual Client & Custom JSON ConfigExpand JSON ▾
No confirmed setup config for this listing yet. We only publish a config block when the install details come from the project itself — its README, its docs, or a verified owner. We haven’t found those for unreal-mcp-ue4-for-ohd, and we’d rather show nothing than a guess you’d paste into your client. Follow the project’s own setup instructions for the current steps.
Install Directory Badge Claim listing Alternatives🎮 More in Gaming

Documentation Overview

unreal-mcp-ue4-for-OHD

UE4.25.4-first MCP server for Operation Harsh Doorstop modding via Unreal Python Remote Execution (stdio transport)

npm versionLicense: MITNode 20+TypeScriptMCP RegistryTests

Fork of runreal/unreal-mcp, heavily refactored UE4-first (via a UE4.27.2 stage) and retargeted here to UE4.25.4 for the OHDCore Mod Kit: same transport and tool surface, with version pins, docs links, and Python-dialect constraints adjusted for the kit's embedded Python 2.7.14. Port, tool, docs, and smoke-test work were developed with assistance from OpenAI Codex.

[!NOTE] Still under active development — expect bugs, rough edges, and UE4.25-specific limitations. Published package: unreal-mcp-ue4-for-ohd · Registry name: io.github.RibatTRW/unreal-mcp-ue4-for-ohd

[!CAUTION] Not an official Epic Games project. Any connected MCP client can inspect and modify your open editor session — use a disposable test project first, especially for asset or world-generation tools.

Contents

  • Requirements · Setup · Migrating from unreal-mcp-ue4 · Editor remote execution · Usage · Sidebar tab · Internals · Testing · Publishing · Available Tools · Contributing · Troubleshooting · Notes and Limitations · Roadmap · License

Requirements

NeedPin
Unreal Engine4.25.4 via OHDCore Mod Kit: engine tree HDEngine/, project HDGame/HarshDoorstop/HarshDoorstop.uproject, launched with LaunchEditor.bat
RuntimeNode.js 20+, npm
ClientAny MCP client (Codex, Claude Code, Claude Desktop, Cursor, Copilot in a supported IDE)
Editor payloadsPython 2.7 only (kit embeds 2.7.14): no f-strings, single-argument print(), no pathlib-era idioms

Reference: Unreal Engine Python API 4.25. No custom C++ plugin is required — the server uses the editor's built-in Python Remote Execution. UE5-only scripting features are not reintroduced; unreliable graph/binding flows are excluded from the MCP surface or return a clear message instead of failing silently.

mermaid
graph TD
    A[MCP client] --> B[unreal-mcp-ue4-for-ohd stdio server]
    B --> C[manage_* namespaces + direct tools]
    C --> D[Python 2.7 payloads]
    D --> E[Unreal Editor via Remote Execution]

Setup

Autonomous agents setting up unattended: follow the ordered guide in docs/agent-setup.md.

Terminal
npm install -g unreal-mcp-ue4-for-ohd   # recommended; then reference the `unreal-mcp-ue4-for-ohd` binary
npx unreal-mcp-ue4-for-ohd              # one-off invocation

Local source checkout:

bash
git clone https://github.com/RibatTRW/unreal-mcp-ue4-for-OHD.git
cd unreal-mcp-ue4-for-OHD
npm install
npm run build   # produces `dist/bin.js`, `dist/index.js`, `dist/editor/tools.js`

One install, then one line per client (global vs local-checkout variants). All clients call the same 34 tools over stdio (3 session-info + 3 direct actor CRUD primitives + 28 manage_* namespaces):

ClientGlobal installLocal checkout
Claudeclaude mcp add --scope user unreal-mcp-ue4-for-ohd -- unreal-mcp-ue4-for-ohdclaude mcp add --scope user unreal-mcp-ue4-for-ohd -- node /absolute/path/to/unreal-mcp-ue4-for-OHD/dist/bin.js
Codexcodex mcp add unreal-ue4 -- unreal-mcp-ue4-for-ohdcodex mcp add unreal-ue4 -- node /absolute/path/to/unreal-mcp-ue4-for-OHD/dist/bin.js
Copilot.vscode/mcp.json → { "servers": { "unreal-ue4": { "command": "unreal-mcp-ue4-for-ohd", "args": [] } } }, then start the server from the MCP config UI and confirm unreal-ue4 is in the tools pickersame file with "command": "node", "args": ["/absolute/path/to/unreal-mcp-ue4-for-OHD/dist/bin.js"]

Copilot docs: Extending GitHub Copilot Chat with MCP servers · About Model Context Protocol in GitHub Copilot

Migrating from unreal-mcp-ue4

This fork was renamed to its own identity so it can ship independently of upstream. Upstream credit: the UE4 line derives from conaman/unreal-mcp-ue4 (itself forked from runreal/unreal-mcp).

[!WARNING] npm install -g unreal-mcp-ue4 installs upstream's UE4.27 build, not this fork. For the OHD/UE4.25.4 retarget, install the renamed package instead.

Before (upstream name)After (this fork)
npm install -g unreal-mcp-ue4npm install -g unreal-mcp-ue4-for-ohd
npx unreal-mcp-ue4npx unreal-mcp-ue4-for-ohd
unreal-mcp-ue4 --versionunreal-mcp-ue4-for-ohd --version
Registry io.github.conaman/unreal-mcp-ue4Registry io.github.RibatTRW/unreal-mcp-ue4-for-ohd

Re-add the server in your client (local server labels such as unreal-ue4 are unchanged — only the command changes):

Terminal
claude mcp add --scope user unreal-mcp-ue4-for-ohd -- unreal-mcp-ue4-for-ohd
codex mcp add unreal-ue4 -- unreal-mcp-ue4-for-ohd

Copilot .vscode/mcp.json: change "command" to "unreal-mcp-ue4-for-ohd", keeping the unreal-ue4 server key.

Editor remote execution

Verified live against the kit. In the OHD editor (LaunchEditor.bat → HarshDoorstop.uproject):

  1. Edit -> Plugins: enable Python Editor Script Plugin (ships disabled). Editor Scripting Utilities is already enabled — no action needed. Enable SequencerScripting (ships disabled) only for advanced manage_sequence actions: actor binding, track/key edits, camera cuts, playback ranges, speed-track analysis.
  2. Restart if prompted → Edit -> Project Settings -> Plugins -> Python → enable Enable Remote Execution (endpoint 239.0.0.1:6766, bind 0.0.0.0, raise Multicast TTL from kit default 0 to 1). Restart again if needed.
  3. Keep the project open while using the server or tests; restart the editor after any plugin/Python setting change.
  4. No UMG plugin to install (tooling uses shipped editor modules). Do mod experiments in a throwaway content-only mod (Create Mod in the editor); never edit shipped Plugins/*, HDAssets, or engine content.

Connection env overrides (UNREAL_MCP_*):

VarDefault
UNREAL_MCP_BIND_ADDRESS / UNREAL_MCP_COMMAND_ADDRESSfirst non-internal IPv4
UNREAL_MCP_COMMAND_PORT6776
UNREAL_MCP_MULTICAST_ADDRESS / UNREAL_MCP_MULTICAST_PORT / UNREAL_MCP_MULTICAST_TTL239.0.0.1 / 6766 / 1
UNREAL_MCP_RETRY_COUNT / UNREAL_MCP_RETRY_DELAY_MSbuilt-in retry policy

Usage

  • Prefer manage_* namespace tools (action-specific input schemas are exposed over MCP). Namespaces dispatch through action + params. Canonical reads: manage_editor.project_info (project), manage_editor.map_info + manage_level.world_outliner (map/level). Discover the surface with manage_tools (list_namespaces).
  • Direct tools (get_unreal_*, editor_create/update/delete_object) are low-level primitives for session path discovery and actor CRUD.
  • manage_editor.run_python is the escape hatch for debugging, prototyping, and UE4.25 API gaps — still Python 2.7-compatible.

First run: open the kit project and wait for load → confirm plugins + remote execution → npm install -g unreal-mcp-ue4-for-ohd (or npm run build) → open/start the client session → run something read-only:

  • unreal-mcp-ue4-for-ohd --version (prints version, no stdio transport)
  • manage_editor + action: "project_info" / "map_info" · manage_level + "world_outliner" · manage_tools + "list_namespaces"
  • In prose: Get project info from the unreal-ue4 server. · List the actors in the current level. · Spawn a StaticMeshActor named TestCube at 0,0,100.

What the server can do: read project/map/asset/actor info; spawn, inspect, move, delete level actors; search assets and inspect references/metadata; create DataAsset/StringTable and other common UE4 data assets; create/edit Blueprint assets and Widget Blueprint trees where UE4.25 Python exposes the APIs.

Sidebar tab

One call sets up the EUW (Editor Utility Widget) sidebar tab end to end — an EUW asset plus a WebBrowser child hosting a web page beside the viewport:

manage_widget + action: "setup_sidebar_tab", params widget_blueprint_path (e.g. /Game/DSHSidebar), url (any page URL; the DSH web GUI is the convention), use_template: true (missing target is duplicated from the golden template — full-fill DSHBrowser + verified On Key Down shortcut fix — instead of built from scratch; re-runs are idempotent, reusing existing targets while refreshing URL/layout).

Read the full README →View source on GitHub →

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Frequently Asked Questions about Unreal MCP Ue4 For Ohd

We don't have a confirmed install command for unreal-mcp-ue4-for-ohd yet, so we don't publish a generated one — a guessed package name would point at the wrong package or none at all. Follow the project's own README or setup instructions (https://github.com/RibatTRW/unreal-mcp-ue4-for-OHD) for the current steps.

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Technical Specs & Signals

Category🎮Gaming
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Last updatedSep 28, 2026
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27Quality signal: Emerging · 27/100How this signal is calculated ▾
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Not scored for repo-hosted servers — we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership8/20
Documentation & tools11/30
Adoption & activity1/15
Community engagement0/10

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