A side-by-side look at the Unreal MCP and Ue 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 for gaming work as a local process; choose Ue 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 when
You need dedicated capabilities in the Gaming domain.
No tool names declared yet. Check the project README from the listing page.
Ue MCP tools
No tool names declared yet. Check the project README from 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 is categorized under Gaming and uses a local stdio subprocess. Ue MCP belongs to Gaming and uses a local stdio subprocess. Pick Unreal MCP for gaming work and Ue 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 has no declared pricing — check the project's own site. Auth: no auth required. Ue 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 and ue-mcp as separate keys in the same mcpServers object, and your assistant will call tools from either one.
On AllMCPs, Unreal MCP has a quality signal of 53/100 (Good) with 1 views, 0 installs and 51 GitHub stars. Ue MCP has 47/100 (Fair) with 0 views, 0 installs and 444 GitHub stars.