
UE-MCP by db-lyon: Unreal Engine MCP Server for Claude, Cursor and Other Apps
Lets Claude, Cursor and other assistants build and change an Unreal Engine project through the Unreal Editor.
UE-MCP is a community server by db-lyon that lets an AI assistant read and change a running Unreal Editor project. It covers about 30 areas, from levels, Blueprints and materials to animation, Niagara, landscape, UI, builds and play-in-editor tests. Setup copies a C++ bridge plugin into your project, so you need Unreal Engine 5.4 or newer and a C++ toolchain. It can delete assets and run Python and console commands in the editor, so use a project under source control.
Good for
- Unreal developers who want the assistant to place actors and set up levels
- Technical artists building materials, Niagara effects and landscapes
- Gameplay programmers wiring Blueprints, UI and Gameplay Ability System
- Teams who want repeatable build and check recipes
Works in
12 should work
Tap an app to see how to set it up and any known problems.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Client does not support this transport.
Client does not support this transport.
Install UE MCP
Claude Code
- 1
Copy this prompt.
Add the UE MCP server to Claude Code. Run this command: npx ue-mcp init Then check that it loaded and tell me if I need to sign in or restart.
- 2
Paste it into Claude Code. It shows the change and asks before running it.
Requires Unreal Engine 5.4+, C++ toolchain (Visual Studio or Xcode), Node.js 18+.
Read-only mode: There is no read-only mode. You can add write guards in ue-mcp.yml to block or confirm changing actions.
Run the setup wizard in your Unreal project folder first. It finds your .uproject, copies a C++ bridge plugin into the project, enables the Unreal plugins it needs and sets up your MCP client. Restart the editor once afterwards so the plugin compiles. In manual configs, replace the example path with the full path to your .uproject.
From the project README. Source.
Tools
One entry point to every Unreal Editor action
Lets the assistant search for an action, read its parameters, then call it. Through it the assistant reaches about 30 areas of the editor, such as levels, Blueprints, materials, assets, animation and builds.
Try: “Place a point light 300 units above the player start, warm white.”
Delete ·
toolsRuns a saved multi-step recipe from your project
Runs, plans or lists named flows from the ue-mcp.yml file next to your project. A flow chains editor actions and can include shell commands, with optional rollback when a step fails.
Try: “Run the build_and_check flow.”
Delete ·
flow
Read from the source code
Permissions
high risk · 8 things to watch
High risk
It can change or delete content in your Unreal project and run Python, console commands and shell steps from flows. Use a project under source control, and turn on the write guards before you give it a large task.
What it can do
- Read your data
- Create and change things
- Delete things
- Read-only mode
Watch out for
It can run Python and console commands in the editor
execute_python, run_python_file and execute_command run code inside Unreal Editor. The docs call execute_python a gated last resort, but it is still reachable. Keep the project under source control. github.com
Flows can run shell commands on your computer
A flow written in ue-mcp.yml can include a shell step that runs any command through the system shell. Review flows before you let the assistant run them. github.com
It can delete actors, assets and other content
The catalog has many delete and remove actions across levels, assets and Blueprints. Turn on write guards and the source control guard in ue-mcp.yml, and commit before long sessions. github.com
Setup copies a C++ plugin into your project
The init and update commands deploy the bridge plugin, enable several Unreal plugins and compile on first launch. Run them on a project you can restore. github.com
It can start, stop and restart the editor
The editor actions control the Unreal Editor process, which can lose unsaved work. Save before asking for builds or restarts. github.com
Feedback reports go to GitHub only after you approve
By default the feedback action asks you, not the assistant, to approve the exact text before it posts a GitHub issue. The feedback mode setting also has an auto-approve option, so leave it on interactive. github.com
The README config always fetches the newest release
The manual config uses ue-mcp@latest with --min-release-age=0, so each start can pull a brand-new version. Pin a version if you want updates on your schedule. github.com
Setup can add a Claude Code hook and skills
npx ue-mcp init can optionally install Claude Code skills and a feedback prompt hook (a PostToolUse hook in Claude Code settings.json), and run a GitHub sign-in. Decline them if you only want the server. npx ue-mcp uninstall-hooks removes the hook. github.com
Security advisories
No published security advisories as of Nov 1, 2026.
Technical details
| Talks to | Epic services if you use Fab or MetaHuman actions. GitHub, only when you approve a feedback report |
|---|---|
| Sign-in and keys | No account or API key for ue-mcp itself. Fab and MetaHuman actions use your Epic login in the editor. |
Questions
Is UE-MCP official?
No. It is a community project by db-lyon, not made by Epic Games. On Unreal Engine 5.8 and newer it also wraps Epic's own native tools, so they appear inside its categories.
Which Unreal Engine versions work?
Unreal Engine 5.4 to 5.8 on Windows, and 5.6 and newer on Linux and macOS. The epic category needs 5.8 or newer.
Which AI apps does it work with?
Apps that run local MCP servers. The setup wizard detects and configures Claude Code, Claude Desktop, Cursor and Codex. Other apps use the manual config in the install box.
Does it need an API key?
No. The server runs on your machine without sign-in. Fab and MetaHuman actions use the Epic login in your editor.
Why does setup need a C++ toolchain?
The bridge is a C++ plugin that compiles the first time you open the editor after setup. On Windows you need Visual Studio with the C++ workload, and on macOS the Xcode command line tools.
How many tools does it show the assistant?
By default it shows two: a gateway that reaches every action, and one for running saved flows. The gateway fronts about 30 categories. You can set the context strategy to lean or full to list the category tools directly, which costs more of the assistant's context.
Can I run it read-only?
No. There is no read-only switch. You can add write guards in ue-mcp.yml to block or require confirmation on changing actions.
What if it does not connect?
Run npx ue-mcp doctor. The usual causes are not restarting the editor after setup, a bridge plugin that failed to compile, or the editor having a different project open.
Information
updated Nov 2, 2026
- Publisher
- Community
- Package
ue-mcp- Registry
- npm
- Transport
- stdio
- Auth
- None
- Version
- 1.4.11
- License
- MIT
- Last commit
- Oct 29, 2026
- Open issues
- 79
Sources
Docs, issue trackers and discussions this page is built from. Issues, quotes and findings above link to their own source.
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- github.com · github.com
- github.com · github.com
- github.com · github.com
- github.com · github.com
- github.com · github.com
- github.com · github.com