Unreal MCP Ue4 vs Weppy Roblox MCP

A side-by-side look at the Unreal MCP Ue4 and Weppy Roblox 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 declaredWeppy Roblox MCP logoWeppy Roblox MCPGaming · Local subprocess (stdio)MCP server and plugin that lets AI agents (Claude Code, Cursor, Codex, Gemini) directly control a live Roblox Studio session — create scripts, instances, terrain, lighting, and assets via natural language. 21 tools, 140+ actions, bidirectional sync, and automated playtest.69GreatAuth: no auth required

Verdict: choose Unreal MCP Ue4 for gaming work as a local process; choose Weppy Roblox 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

Weppy Roblox MCP logoChoose Weppy Roblox MCP when

  • You need dedicated capabilities in the Gaming domain.
  • You prefer a local stdio subprocess transport.
  • Its auth model fits you: No auth required.
  • You want tools like query_instances, mutate_instances, manage_properties.
Explore Weppy Roblox MCP

Feature & specification comparison

Rows where the two servers differ are marked.

SpecUnreal MCP Ue4 logoUnreal MCP Ue4Weppy Roblox MCP logoWeppy Roblox MCP
CategoryGamingGaming
Quality signal61/100 · Good69/100 · Great
Install commandConfirmedConfirmed
TransportLocal subprocess (stdio)Local subprocess (stdio)
AuthNot declaredNo auth required
PricingNot declaredFree
Required env varsNone listedNone listed
Verified ownerCommunity listingCommunity listing
GitHub stars2768
Directory activity 1 views 0 installs 0 upvotes 4 views 0 installs 0 upvotes
Tools3425

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

Weppy Roblox MCP tools 25

  • query_instancesQuery Roblox instances: get, children, find child/descendant, wait for child, class info, search by name/class. [PRO] file_tree, project_structure, descendants, ancestors, search by property/tag.
  • mutate_instancesCreate, delete, clone, move, rename, or pivot instances. [PRO] create_tree, mass_create, mass_delete, mass_duplicate, smart_duplicate, scatter.
  • manage_propertiesGet/set properties, attributes, and tags on instances. [PRO] set_calculated, set_relative, mass_set, mass_get, modify_children.
  • manage_scriptsManage script source code: read, write, create, delete, edit lines, search, and validate Luau syntax. [PRO] replace across scripts.
  • manage_uiCreate / update / verify Roblox in-game UI (ScreenGui / Frame / TextLabel / …). Always start with `design_brief`. For ambiguous input, it inspects Studio context and returns candidate brief patches; Do not dump enum lists at the user. An empty StarterGui does not prove runtime UI absence: for an existing-UI review, follow `runtime_review_required`, collect a structured Play Client PlayerGui snapshot, and pass its saved `runtimeEvidenceRef`. Pass relevant repository evidence in `projectContext`; explicit screen job, visual thesis, forbidden defaults, tokens, and approved assets determine the direction without a built-in subject preset. `design_brief` returns a primary-view-first Design Contract and an advisory Layout Plan with neutral regions, AnchorPoint strategy, and responsive behavior; it is not a hard tree preset or style quota. A calling agent may declare provider-neutral image generation capability through `agentCapabilities`; missing or unavailable capability must use the explicit existing, user-provided, Creator Store, or assetless fallback. Keep the returned `brief_id`, `design_contract`, and `layout_plan` through creation, update, preview, and check. The asset recommendation gate considers user references, project assets, existing UI, and user-approved `manage_assets.search` intent; do not use a recommendation until the user accepts it. After each meaningful create or update, preview the representative primary view and submit a calling-agent critic verdict (`recompose`, `refine`, or `approved`) with `visualReview`. Read `primary_visual_verdict`, `functional_safe`, `responsive_requirement`, `responsive_ready`, `required_dimensions`, and `readiness` separately from mutation success. Responsive evidence blocks readiness only when the Design Contract marks it required. Read `weppy://ui-studio/guide` for the authoring workflow, `weppy://ui-studio/tokens` for optional visual examples, and `weppy://ui-studio/functional-rules` for machine-readable advisory evidence rules. Design Check permits `priority_high` only for observed functional visual failures such as meaningful overlap, unreadable content, invalid geometry, or primary-view occlusion; style-only findings remain medium or low.
  • manage_lighting[PRO] Configure environment: lighting, atmosphere, sky, terrain properties, time of day.
  • manage_selectionGet, set, or clear selection. [PRO] context, details, add/remove items, watch changes.
  • manage_cameraCamera operations: get info, focus on instance/position, suggest view, capture Edit-mode viewport screenshot (Edit mode only; not usable during playtest).
  • manage_tween[PRO] Tween service: create, play, pause, cancel tweens for smooth animations.
  • manage_audio[PRO] Audio management: play, stop, pause, resume sounds. Set audio listener.
  • manage_animation[PRO] Animation: load, play, stop animations. Get animation tracks from humanoid/controller.
  • manage_physics[PRO] Physics collision groups: register, set collidable between groups, list groups.
  • +13 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"
      ]
    }
  }
}

Weppy Roblox MCP

mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "hope1026-weppy-roblox-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "@weppy/roblox-mcp@latest"
      ]
    }
  }
}

Frequently asked questions

Unreal MCP Ue4 is categorized under Gaming and uses a local stdio subprocess. Weppy Roblox MCP belongs to Gaming and uses a local stdio subprocess. Pick Unreal MCP Ue4 for gaming work and Weppy Roblox 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. Weppy Roblox MCP is listed as free. Auth: no auth required. 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 hope1026-weppy-roblox-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. Weppy Roblox MCP has 69/100 (Great) with 4 views, 0 installs and 68 GitHub stars.