Unreal Engine MCP Server

Unreal Engine MCP Server

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine via Remote Control API. Built with TypeScript and designed for game development automation.

1.2K

13 Tools

Packaged by
Requires Configuration
Add to Docker Desktop

Version 4.43 or later needs to be installed to add the server automatically

Tools

NameDescription
animation_physicsAnimation and physics rigging helper covering Anim BPs, montage playback, and ragdoll setup. Use it when you need to: - generate an Animation Blueprint for a skeleton. - play a montage/animation on an actor at a chosen rate. - enable a quick ragdoll using an existing physics asset. Supported actions: create_animation_bp, play_montage, setup_ragdoll.
build_environmentEnvironment authoring toolkit for landscapes and foliage, from sculpting to procedural scatters. Use it when you need to: - create or sculpt a landscape actor. - add foliage via types or paint strokes. - drive procedural terrain/foliage generation with bounds, seeds, and density settings. - spawn explicit foliage instances at transforms. Supported actions: create_landscape, sculpt, add_foliage, paint_foliage, create_procedural_terrain, create_procedural_foliage, add_foliage_instances, create_landscape_grass_type.
console_commandGuarded console command executor for one-off `stat`, `r.*`, or viewmode commands. Use it when higher-level tools don't cover the console tweak you need. Hazardous commands (quit/exit, crash triggers, unsafe viewmodes) are blocked, and unknown commands respond with a warning instead of executing blindly.
control_actorViewport actor toolkit for spawning, removing, or nudging actors with physics forces. Use it when you need to: - drop a class or mesh into the level (classPath accepts names or asset paths). - delete actors by label, case-insensitively. - push a physics-enabled actor with a world-space force vector. Supported actions: spawn, delete, apply_force.
control_editorEditor session controls for PIE playback, camera placement, and view modes. Use it when you need to: - start or stop Play In Editor. - reposition the active viewport camera. - switch between Lit/Unlit/Wireframe and other safe view modes. Supported actions: play, stop, set_camera, set_view_mode (with validation).
create_effectFX sandbox for spawning Niagara systems, particle presets, or disposable debug shapes. Use it when you need to: - fire a Niagara system at a specific location/scale. - trigger a simple particle effect by tag/name. - draw temporary debug primitives (box/sphere/line) for planning layouts. Supported actions: niagara, particle, debug_shape.
inspectIntrospection utility for reading or mutating properties on actors, components, or CDOs. Use it when you need to: - inspect an object by path and retrieve its serialized properties. - set a property value with built-in validation. Supported actions: inspect_object, set_property.
manage_assetAsset library utility for browsing, importing, and bootstrapping simple materials. Use it when you need to: - explore project content (/Content automatically maps to /Game). - import FBX/PNG/WAV/EXR files into the project. - spin up a minimal Material asset at a specific path. Supported actions: list, import, create_material.
manage_blueprintBlueprint scaffolding helper for creating assets and attaching components. Use it when you need to: - create a new Blueprint of a specific base type (Actor, Pawn, Character, ...). - add a component to an existing Blueprint asset with a unique name. Supported actions: create, add_component.
manage_levelLevel management helper for loading/saving, streaming, light creation, and lighting builds. Use it when you need to: - open or save a level by path. - toggle streaming sublevels on/off. - spawn a light actor of a given type. - kick off a lighting build at a chosen quality. Supported actions: load, save, stream, create_light, build_lighting.
manage_rcRemote Control preset helper for building, exposing, and mutating RC assets. Use it when you need to: - create a preset asset on disk. - expose actors or object properties to the preset. - list the exposed fields for inspection. - get or set property values through RC with JSON-serializable payloads. Supported actions: create_preset, expose_actor, expose_property, list_fields, set_property, get_property.
manage_sequenceSequencer automation helper for Level Sequences: asset management, bindings, and playback control. Use it when you need to: - create or open a sequence asset. - add actors, spawnable cameras, or other bindings. - adjust sequence metadata (frame rate, bounds, playback window). - drive playback (play/pause/stop), adjust speed, or fetch binding info. Supported actions: create, open, add_camera, add_actor, add_actors, remove_actors, get_bindings, add_spawnable_from_class, play, pause, stop, set_properties, get_properties, set_playback_speed.
system_controlRuntime/system controls for profiling, quality tiers, audio/UI triggers, screenshots, and editor lifecycle. Use it when you need to: - toggle stat overlays or targeted profilers. - adjust scalability categories (sg.*) or enable FPS display. - play a one-shot sound and optionally position it. - create/show lightweight widgets. - capture a screenshot or start/quit the editor process. Supported actions: profile, show_fps, set_quality, play_sound, create_widget, show_widget, screenshot, engine_start, engine_quit.

Manual installation

You can install the MCP server using:

Installation for

Related servers