Unreal MCP Ue4 vs Glade MCP

A side-by-side look at the Unreal MCP Ue4 and Glade MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.

Unreal MCP Ue4 logoUnreal MCP Ue4Gaming · Local subprocess (stdio)UE4.27 MCP server for controlling Unreal Editor sessions over Python Remote Execution.61GoodAuth: not declaredGlade MCP logoGlade MCPGaming · Local subprocess (stdio)Control the Unity and Godot editors from AI clients: scenes, scripts, physics, materials.63GoodAuth: not declared

Verdict: choose Unreal MCP Ue4 for gaming work as a local process; choose Glade 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?

Unreal MCP Ue4 logoChoose Unreal MCP Ue4 when

  • You need dedicated capabilities in the Gaming domain.
  • You prefer a local stdio subprocess transport.
  • You want tools like get_unreal_engine_path, get_unreal_project_path, get_unreal_version.
Explore Unreal MCP Ue4

Glade MCP logoChoose Glade MCP when

  • You need dedicated capabilities in the Gaming domain.
  • You prefer a local stdio subprocess transport.
  • You want tools like request_user_input, get_session_summary, think.
Explore Glade MCP

Feature & specification comparison

Rows where the two servers differ are marked.

SpecUnreal MCP Ue4 logoUnreal MCP Ue4Glade MCP logoGlade MCP
CategoryGamingGaming
Quality signal61/100 · Good63/100 · Good
Install commandConfirmedConfirmed
TransportLocal subprocess (stdio)Local subprocess (stdio)
AuthNot declaredNot declared
PricingNot declaredFree
Required env varsNone listedNone listed
Verified ownerCommunity listingCommunity listing
GitHub stars27214
Directory activity 1 views 0 installs 0 upvotes 2 views 0 installs 0 upvotes
Tools3497

Tools & capabilities

Unreal MCP Ue4 tools 34

  • get_unreal_engine_pathGet the active Unreal Engine root path from the connected editor session
  • get_unreal_project_pathGet the active Unreal project file path from the connected editor session
  • get_unreal_versionGet the active Unreal Engine version string from the connected editor session
  • editor_create_objectCreate a new object/actor in the world Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}, 'rotation': {'pitch': 0.0, 'yaw': 45.0, 'roll': 0.0}, 'scale': {'x': 1.0, 'y': 1.0, 'z': 1.0}} Returns created actor details with final transform values.
  • editor_update_objectUpdate an existing object/actor in the world Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'UpdatedCube', 'class': 'StaticMeshActor', 'location': {'x': 150.0, 'y': 200.0, 'z': 50.0}, 'rotation': {'pitch': 0.0, 'yaw': 90.0, 'roll': 0.0}, 'scale': {'x': 2.0, 'y': 2.0, 'z': 2.0}} Returns updated actor details with new transform values.
  • editor_delete_objectDelete an object/actor from the world Example output: {'success': true, 'message': 'Successfully deleted actor: MyCube', 'deleted_actor': {'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}}} Returns deletion confirmation with details of the deleted actor.
  • manage_assetAsset tool namespace for listing, searching, inspecting, exporting, validating, duplicating, renaming, moving, deleting, saving, and folder-management actions.
  • manage_actorActor tool namespace for listing, searching, spawning, deleting, transforming, and inspecting level actors.
  • manage_editorEditor tool namespace for run_python, console_command, project_info, map_info, world_outliner, is_pie_running, start_pie, stop_pie, screenshot, and move_camera actions.
  • manage_systemSystem tool namespace for console commands and asset validation actions.
  • manage_inspectionInspection tool namespace for asset, actor, map, and basic Blueprint summary actions.
  • manage_toolsTool-namespace registry for listing registered tool namespaces and describing supported actions. Use this as the discovery entry point for the namespace-first MCP surface.
  • +22 more on the listing page

Glade MCP tools 97

  • 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.
  • +85 more on the listing page

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.

Unreal MCP Ue4

mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "unreal-mcp-ue4": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-mcp-ue4"
      ]
    }
  }
}

Glade MCP

mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "glade-mcp": {
      "command": "uvx",
      "args": [
        "gladekit-mcp"
      ]
    }
  }
}

Frequently asked questions

Unreal MCP Ue4 is categorized under Gaming and uses a local stdio subprocess. Glade MCP belongs to Gaming and uses a local stdio subprocess. Pick Unreal MCP Ue4 for gaming work and Glade 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.

Unreal MCP Ue4 has no declared pricing — check the project's own site. Glade MCP is listed as free. 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 unreal-mcp-ue4 and glade-mcp as separate keys in the same mcpServers object, and your assistant will call tools from either one.

On AllMCPs, Unreal MCP Ue4 has a quality signal of 61/100 (Good) with 1 views, 0 installs and 27 GitHub stars. Glade MCP has 63/100 (Good) with 2 views, 0 installs and 214 GitHub stars.