
EngineWire: Unreal Engine MCP Setup for Claude, Cursor and Other Apps
Lets Claude, Cursor and other assistants build levels, Blueprints, UI and materials in a running Unreal Editor.
EngineWire is a community project that connects your assistant to a running Unreal Editor, versions 5.0 to 5.8. A plugin inside the editor does the work, and your assistant reaches it either straight over a local web address or through the small npm proxy. The assistant sees one tool and finds what it needs by searching in plain words, from spawning actors to Niagara effects and Python scripts. It can delete content and run code in your project, so use source control.
Good for
- Unreal developers who want an assistant to place actors and build Blueprints
- Level designers and technical artists automating repetitive editor work
- Teams who want an assistant to run Play-In-Editor and check screenshots and logs
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 EngineWire MCP
Claude Code
- 1
Copy this prompt.
Add the EngineWire MCP server to Claude Code. Run this command: claude mcp add enginewire -e UE_PROJECT_PATH=<UE_PROJECT_PATH> -- npx -y unreal-engine-mcp-server Ask me for UE_PROJECT_PATH and only put the values in that config, nowhere else. 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 Node.js, Unreal Editor 5.0-5.8 + EngineWire plugin.
Read-only mode: There is no read-only mode. Destructive actions need a per-call consent grant.
First add the EngineWire plugin to your project (from Fab or the GitHub releases), enable it, and turn on Enable Native MCP Server in the plugin settings if it is off. Set UE_PROJECT_PATH to your project folder so the proxy can read the capability token. Node.js 20.19 or later is needed for the npx method.
Built from the package data we hold. Not yet tested by us.
Tools
Searches, explains and runs Unreal Editor actions
The only tool the server lists. It has four operations: search finds actions from plain words, describe gives an action's inputs, execute runs it and returns a receipt of changes, configure toggles internal tool groups. 23 internal tools (manage_asset, control_actor, system_control and more) sit behind it, unlisted.
Try: “Spawn a point light 300 units above the origin in the current level.”
Delete ·
unreal
From the official docs
Permissions
high risk · 4 things to watch
High risk
The assistant can edit and delete content in your Unreal project and can run console commands and Python in the editor. Work under source control and keep the capability token private.
What it can do
- Read your data
- Create and change things
- Delete things
- Read-only mode
Watch out for
It can delete assets and run Python in your project
The same tool covers deleting content, console commands, Python and builds. Deletes need a consent grant, but use source control and a copy of the project. github.com
The token file works like a password
Anyone who can read Saved/MCP/capability-token can drive your editor. Keep it out of git and shared folders. github.com
LAN access is an opt-in setting
Both listeners bind to 127.0.0.1 by default. Turning on Allow Non Loopback exposes the editor to your network, so leave it off unless you need it. github.com
The Fab and release builds can differ
The Fab plugin ships with the native server off and can trail the newest release. A 0.5.x plugin does not work with this 0.6 proxy. github.com
Security advisories
No published security advisories as of Nov 1, 2026.
Technical details
| Turning on read-only | No read-only mode is documented. Deletes and some risky writes need a per-call consent grant that the plugin checks. |
|---|---|
| Talks to | Local connection to the Unreal Editor on 127.0.0.1 port 3000 |
| Sign-in and keys | A capability token the plugin creates at Saved/MCP/capability-token in your project. The proxy reads it from the project folder, or you can pass it yourself. |
Questions
How many tools does it have?
One. The server exposes a single tool named unreal with four operations: search, describe, execute and configure. Behind it the README counts 23 internal tools and over 450 actions, which clients never list. The risky ones (system_control for console commands, Python and builds, and asset deletes) are reached through that one tool, so the safety notes on this page cover all 23.
Is EngineWire official?
No. It is a community project by ChiR24, not made by Epic Games. The plugin is also sold on Fab and published on the MCP Registry.
Which Unreal Engine versions work?
Unreal Engine 5.0 to 5.8. Pair the 0.6 npm proxy with a 0.6 plugin, because a 0.5.x plugin serves 23 separate tools instead of the single one.
Do I need Node.js?
Only for the stdio proxy. Connecting your client directly to the plugin's local web address needs no Node.js, but Claude Desktop and other apps that only launch local commands use the proxy.
Do I need an API key?
No account or API key. The plugin creates a capability token in your project, and the proxy reads it when you set the project path.
Can it run read-only?
No read-only mode is documented. Deletes and some risky writes need a consent grant for each call.
Can it delete things?
Yes. It can delete content, and it can run console commands, Python and project builds. The plugin asks the assistant for a per-call consent grant for destructive actions.
Does my project leave my computer?
The plugin listens on 127.0.0.1 by default, so the editor is only reachable from your machine. Your assistant still sends what it reads to its own model provider.
Why does it say NOT_CONNECTED?
The proxy answers that while the editor is closed or restarting. Open the project and the next call goes through without reconnecting.
Information
updated Nov 2, 2026
- Publisher
- Community
- Package
unreal-engine-mcp-server- Registry
- npm
- Endpoint
https://server.smithery.ai/@ChiR24/unreal_mcp_server/mcp- Transport
- stdio
- Version
- 0.6.0
- License
- MIT
- Last commit
- Oct 30, 2026
- Listed in
- Official MCP registry
Sources
Docs, issue trackers and discussions this page is built from. Issues, quotes and findings above link to their own source.
Show all 1Hide
- github.com · github.com