Unreal MCP Ue4 vs Godot MCP
A side-by-side look at the Unreal MCP Ue4 and Godot 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 MCP Ue4 for gaming work as a local process; choose Godot 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?
Choose 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.
Choose Godot MCP when
- You need dedicated capabilities in the Gaming domain.
- You prefer a local stdio subprocess transport.
- You want tools like
launch_editor, run_project, get_debug_output.
Feature & specification comparison
Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 61/100 · Good | 69/100 · Great |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | Not declared | Not declared |
| Pricing | Not declared | Not declared |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 27 | 494 |
| Directory activity | 1 views 0 installs 0 upvotes | 5 views 0 installs 0 upvotes |
| Tools | 34 | 154 |
| Full listing | View Unreal MCP Ue4 | View Godot MCP |
Tools & capabilities
Unreal MCP Ue4 tools 34
get_unreal_engine_pathGet the active Unreal Engine root path from the connected editor sessionget_unreal_project_pathGet the active Unreal project file path from the connected editor sessionget_unreal_versionGet the active Unreal Engine version string from the connected editor sessioneditor_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
Godot MCP tools 154
launch_editorLaunch Godot editor for a specific projectrun_projectRun the Godot project and capture outputget_debug_outputGet the current debug output and errorsstop_projectStop the currently running Godot projectget_godot_versionGet the installed Godot versionlist_projectsList Godot projects in a directoryget_project_infoRetrieve metadata about a Godot projectcreate_sceneCreate a new Godot scene fileadd_nodeAdd a node to an existing sceneload_spriteLoad a sprite into a Sprite2D nodeexport_mesh_libraryExport a scene as a MeshLibrary resourcesave_sceneSave changes to a scene file- +142 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": {
"unreal-mcp-ue4": {
"command": "npx",
"args": [
"-y",
"unreal-mcp-ue4"
]
}
}
}
Godot MCP
{
"mcpServers": {
"godot-mcp-4": {
"command": "npx",
"args": [
"-y",
"@tugcantopaloglu/godot-mcp"
]
}
}
}
Frequently asked questions
Unreal MCP Ue4 is categorized under Gaming and uses a local stdio subprocess. Godot MCP belongs to Gaming and uses a local stdio subprocess. Pick Unreal MCP Ue4 for gaming work and Godot 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. Godot MCP has no declared pricing — check the project's own site. 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 godot-mcp-4 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. Godot MCP has 69/100 (Great) with 5 views, 0 installs and 494 GitHub stars.