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UnrealMCP — AI Bridge for Unreal Engine 5

Control Unreal Engine 5 editor from AI coding assistants (Claude Code, Cursor, Windsurf, etc.). Create materials, blueprints, Niagara VFX, StateTrees, spawn actors, manage data tables, profile performance, and more — 280 commands across 13 categories, all without leaving your terminal.

Two ways to use it:

CLI (new) MCP Server
Install npm install -g unrealcli pip install unrealmcp
Dependencies None (single binary) Python 3.10+
Works with Claude Code (via Bash) Claude Code, Cursor, Windsurf, VS Code, Gemini CLI, Rider, Zed, Amazon Q
Protocol Direct TCP MCP over stdio

Both talk to the same C++ plugin inside the editor. Use whichever fits your workflow — or both.


Quick Start

Option A: CLI (Recommended for Claude Code)

# 1. Install
npm install -g unrealcli

# 2. Go to any UE5 project and install the plugin
cd YourProject/
ue-cli init

# 3. Open the editor, then verify
ue-cli health_check

That's it. No Python, no config files, no MCP setup.

Option B: MCP Server (For Cursor, Windsurf, etc.)

# 1. Clone the plugin into your project
git clone https://github.com/aadeshrao123/Unreal-MCP.git Plugins/UnrealMCP

# 2. Install the Python MCP server
pip install unrealmcp

# 3. Add to your AI tool's config (see MCP Setup section below)

How It Works

                    ┌──────────────────────────────────────────┐
                    │         Unreal Engine 5 Editor            │
                    │                                          │
                    │   C++ Plugin (UnrealMCPBridge)           │
                    │   TCP server on localhost:55557           │
                    │   280 commands: materials, blueprints,   │
                    │   niagara, statetree, actors, data       │
                    │   tables, profiling, and more            │
                    └──────────────┬───────────────────────────┘
                                   │ TCP/JSON
                    ┌──────────────┴───────────────────────────┐
                    │                                          │
          ┌─────────┴─────────┐              ┌─────────┴──────────┐
          │   CLI (ue-cli)    │              │  MCP Server        │
          │   Go binary       │              │  Python (unrealmcp)│
          │   Direct TCP      │              │  stdio → TCP       │
          │                   │              │                    │
          │  Claude Code      │              │  Cursor, Windsurf, │
          │  (via Bash tool)  │              │  VS Code, Rider... │
          └───────────────────┘              └────────────────────┘

The C++ plugin runs inside the editor and exposes 280 commands over TCP. The CLI and MCP server are two different front doors to the same plugin.


CLI Reference

Installation

# From npm (recommended)
npm install -g unrealcli

# Or download binary directly from GitHub Releases
# https://github.com/aadeshrao123/Unreal-MCP/releases

Platforms: Windows (x64), macOS (Intel + Apple Silicon), Linux (x64 + ARM64)

Setup

# Navigate to your UE5 project
cd MyProject/

# Install the C++ plugin (one-time)
ue-cli init
# → Creates Plugins/UnrealMCP/ with C++ source
# → Patches .uproject to enable the plugin
# → Open editor to compile, then you're ready

# Verify everything works
ue-cli doctor

Usage

# Every command follows this pattern:
ue-cli <command> [--flag value]

# Examples:
ue-cli health_check
ue-cli find_assets --class-type material --path /Game
ue-cli spawn_actor --name MyCube --type StaticMeshActor --location "[0,0,100]"
ue-cli get_data_table_rows --data-table-path /Game/Data/DT_Items
ue-cli save_all

# For complex params, use --json:
ue-cli build_material_graph --json '{"material_path":"/Game/M_Test","nodes":[...],"connections":[...]}'

# Or pipe from stdin:
echo '{"material_path":"/Game/M_Test","nodes":[...]}' | ue-cli build_material_graph --json -

Help & Discovery

# See all commands grouped by category
ue-cli --help

# See flags for a specific command
ue-cli find_assets --help

# Dump all commands with descriptions, flags, and examples (for AI assistants)
ue-cli list_commands

Global Flags

Flag Description
--port <int> TCP port override (default: auto-discover from port file)
--timeout <int> Timeout in seconds (default: 30, large ops: 300)
--json <string> Full params as JSON string (use - for stdin)
--version Print version

Key Commands

Assets

ue-cli find_assets --class-type material --path /Game/Materials
ue-cli list_assets --path /Game --class-filter blueprint
ue-cli get_asset_properties --asset-path /Game/Materials/M_Base
ue-cli import_asset --source-file "C:/Art/texture.png" --destination-path /Game/Textures
ue-cli save_asset --asset-path /Game/Materials/M_Base
ue-cli save_all

Blueprints

ue-cli create_blueprint --name BP_MyActor --parent-class Actor
ue-cli add_component_to_blueprint --blueprint-path /Game/BP_MyActor --component-class StaticMeshComponent
ue-cli add_event_node --blueprint-name BP_MyActor --event-name BeginPlay
ue-cli compile_blueprint --blueprint-name BP_MyActor
ue-cli read_blueprint_content --blueprint-path /Game/BP_MyActor

Materials

ue-cli create_material --name M_Red --path /Game/Materials
ue-cli build_material_graph --material-path /Game/Materials/M_Red \
  --nodes '[{"type":"Constant3Vector","pos_x":-400,"properties":{"Constant":"(R=1,G=0,B=0)"}}]' \
  --connections '[{"from_node":0,"to_node":"material","to_pin":"BaseColor"}]'
ue-cli create_material_instance --parent-path /Game/Materials/M_Base --name MI_Red

Data Tables

ue-cli get_data_table_schema --data-table-path /Game/Data/DT_Items
ue-cli get_data_table_rows --data-table-path /Game/Data/DT_Items
ue-cli add_data_table_row --data-table-path /Game/Data/DT_Items --row-name CopperOre \
  --data '{"DisplayName":"Copper Ore","StackSize":100}'
ue-cli update_data_table_row --data-table-path /Game/Data/DT_Items --row-name CopperOre \
  --data '{"StackSize":200}'

Actors & Level

ue-cli get_actors_in_level
ue-cli spawn_actor --name MyCube --type StaticMeshActor --location "[0,0,100]"
ue-cli spawn_blueprint_actor --blueprint-path /Game/BP_MyActor --location "[500,0,0]"
ue-cli find_actors_by_name --pattern "Light"
ue-cli get_world_info
ue-cli take_screenshot

Performance Profiling

# Record → Stop → Analyze
ue-cli performance_start_trace --channels "cpu,gpu,frame"
# ... play the game ...
ue-cli performance_stop_trace
ue-cli performance_analyze_insight --query diagnose
ue-cli performance_analyze_insight --query flame --count 20
ue-cli performance_analyze_insight --query search --filter "ConveyorProcessor"

Enhanced Input

ue-cli create_input_action --asset-path /Game/Input/IA_Jump --value-type Boolean
ue-cli create_input_mapping_context --asset-path /Game/Input/IMC_Default
ue-cli add_key_mapping --context-path /Game/Input/IMC_Default --action-path /Game/Input/IA_Jump --key SpaceBar

Niagara VFX

# Create a system from an emitter template, then tweak it
ue-cli create_niagara_system --asset-path /Game/VFX/NS_Sparks \
  --template "/Niagara/DefaultAssets/FX_Sparks.FX_Sparks"
ue-cli get_niagara_system_info --asset-path /Game/VFX/NS_Sparks
ue-cli set_niagara_module_input --asset-path /Game/VFX/NS_Sparks \
  --emitter-name Sparks --stack SpawnStack \
  --module-name "Spawn Rate" --input-name SpawnRate --value 250
ue-cli compile_niagara_system --asset-path /Game/VFX/NS_Sparks

# Spawn it in the level
ue-cli spawn_niagara_effect --asset-path /Game/VFX/NS_Sparks --location "[0,0,200]"

StateTree

# Create a StateTree, add a state with a task, compile
ue-cli create_statetree --asset-path /Game/AI/ST_Enemy
ue-cli add_statetree_state --asset-path /Game/AI/ST_Enemy --state-name Patrol
ue-cli add_statetree_task --asset-path /Game/AI/ST_Enemy \
  --state-name Patrol --task-type "MassEnemyNestPatrolTask"
ue-cli add_statetree_transition --asset-path /Game/AI/ST_Enemy \
  --from-state Patrol --trigger OnEvent --event-tag "Enemy.SeePlayer"
ue-cli compile_statetree --asset-path /Game/AI/ST_Enemy

Mass Config Traits (Surgical Editing)

# Modify a single trait property without touching the rest of the trait array
ue-cli get_mass_config_traits --asset-path /Game/Mass/Enemy_Config
ue-cli set_mass_config_trait_property --asset-path /Game/Mass/Enemy_Config \
  --trait-class MassMovementTrait --property-name MaxSpeed --property-value 600

Widgets (UMG)

ue-cli get_widget_tree --widget-blueprint-path /Game/UI/WBP_HUD
ue-cli add_widget --widget-blueprint-path /Game/UI/WBP_HUD --widget-class TextBlock \
  --parent-widget-name RootCanvas --widget-name TitleText \
  --widget-properties '{"Text":"Hello World"}'

Diagnostics

# Check entire setup
ue-cli doctor

# Output:
#   [ok] Project            MyProject/MyProject.uproject
#   [ok] Plugin directory   Plugins/UnrealMCP/ exists
#   [ok] Plugin source      Source/UnrealMCPBridge/ exists
#   [ok] UProject entry     UnrealMCP plugin listed and enabled
#   [ok] Port file          port 55557
#   [ok] TCP connection     Connected to 127.0.0.1:55557
#   [ok] Health check       Bridge is responsive
#   All checks passed. ue-cli is ready to use.

MCP Server Setup

For AI tools that use the Model Context Protocol (Cursor, Windsurf, VS Code, etc.).

Requirements

  • Unreal Engine 5.7 (tested on 5.7, may work on earlier 5.x versions)
  • Python 3.10+
  • UE5 Plugins (enabled automatically by the .uplugin):
    • PythonScriptPlugin
    • EditorScriptingUtilities
    • EnhancedInput

Install

pip install unrealmcp

Setup Script (Alternative to Manual Config)

The setup script installs the unrealmcp pip package and creates the MCP config for your AI tool automatically.

Windows:

cd Plugins\UnrealMCP
install.bat

macOS / Linux:

cd Plugins/UnrealMCP
bash install.sh

The script asks where to create the MCP config:

Scope What it does When to use
Project Creates config next to your .uproject Only want UnrealMCP in this project
Global Creates config in your user folder Want UnrealMCP in all projects

Configure Your AI Tool

Claude Code.mcp.json (project root)
{
  "mcpServers": {
    "unreal": {
      "type": "stdio",
      "command": "unrealmcp"
    }
  }
}
Cursor.cursor/mcp.json
{
  "mcpServers": {
    "unreal": {
      "command": "unrealmcp"
    }
  }
}
VS Code / Copilot.vscode/mcp.json
{
  "servers": {
    "unreal": {
      "command": "unrealmcp"
    }
  }
}
Windsurf~/.codeium/windsurf/mcp_config.json
{
  "mcpServers": {
    "unreal": {
      "command": "unrealmcp"
    }
  }
}
Gemini CLI.gemini/settings.json
{
  "mcpServers": {
    "unreal": {
      "command": "unrealmcp"
    }
  }
}
JetBrains / Rider.junie/mcp/mcp.json
{
  "servers": [
    {
      "name": "unreal",
      "command": "unrealmcp"
    }
  ]
}
Zed~/.config/zed/settings.json
{
  "context_servers": {
    "unreal": {
      "source": "custom",
      "command": { "path": "unrealmcp" }
    }
  }
}
Amazon Q.amazonq/mcp.json
{
  "mcpServers": {
    "unreal": {
      "command": "unrealmcp"
    }
  }
}

All 280 Commands

Category Count Highlights
Core 2 health_check, execute_python
Asset Management 16 find/list/import/duplicate/rename/delete/save
Blueprints 22 create, compile, variables, functions, graph nodes
Materials 35 create, build_material_graph, material functions, Substrate
Data Tables 8 full CRUD on rows + schema introspection
Data Assets 12 data assets + surgical Mass Config trait editing
Actors & Level 19 spawn, transform, properties, screenshot
Enhanced Input 21 actions, mapping contexts, triggers, modifiers
Widgets — UMG 11 widget tree, add/move/rename, slot props
Niagara VFX 96 systems, emitters, stack bindings (nested), scratch pad authoring, graph CRUD, DI member functions, source-menu discovery
StateTree 33 states, tasks, evaluators, transitions, conditions, bindings
Performance Profiling 3 record .utrace + smart analysis (diagnose/spikes/flame)
Debug 2 token tracking, debug toggle

Core (2)

Command Description
health_check Verify the bridge is running
execute_python Run arbitrary Python in the editor

Asset Management (16)

Command Description
find_assets Search Asset Registry by class/path/name
list_assets List assets in a directory
get_asset_info Asset metadata
get_asset_properties All editable properties
set_asset_property Set a property
find_references Find dependents/dependencies
import_asset Import external file (PNG, FBX, etc.)
import_assets_batch Batch import
duplicate_asset Copy to new location
rename_asset Rename/move (auto-fix references)
delete_asset Delete (checks references)
save_asset / save_all Save dirty assets
open_asset Open in editor
sync_browser Navigate Content Browser
get_selected_assets Currently selected assets

Blueprints (22)

Command Description
search_parent_classes Find valid parent classes
create_blueprint Create from any parent class
compile_blueprint Compile
read_blueprint_content Full structure readout
analyze_blueprint_graph Graph analysis
add_component_to_blueprint Add component
create/get/set_blueprint_variable Variable management
set_blueprint_variable_properties Modify variable settings
create/delete/rename_blueprint_function Function management
add_function_input/output Function parameters
get_blueprint_function_details Function inspection
get/set_blueprint_class_defaults CDO properties
add_blueprint_node Add graph node (23+ types)
add_event_node Add event (BeginPlay, Tick, etc.)
connect_blueprint_nodes Wire nodes together
delete_blueprint_node Remove node
set_blueprint_node_property Edit node properties

Materials (35)

Command Description
create_material Create with blend/shading mode
create_material_instance Create with parameter overrides
build_material_graph Build complete node graph atomically
get_material_info Inspect properties/params/textures
set_material_properties Bulk-set material properties
add/delete/move/duplicate_material_expression Manage nodes
connect_material_expressions Wire nodes
set_material_expression_property Set node property
disconnect_material_expression Break connection
layout_material_expressions Auto-layout
recompile_material Force recompile
get_material_errors Compilation errors
get/set_material_instance_parameter MI parameter overrides
list_material_expression_types Discover node types
get_expression_type_info Node pins & properties
search_material_functions Find Material Functions
validate_material_graph Diagnose issues
trace_material_connection Trace data flow
cleanup_material_graph Remove orphaned nodes
add_material_comments Comment boxes
create/get_material_function Material Function management
build_material_function_graph Build MF graph
add/set_material_function_input/output MF pins
validate/cleanup_material_function MF diagnostics
apply_material_to_actor/blueprint Apply materials
get_available_materials List materials
get_actor/blueprint_material_info Material slot info

Data Tables (8)

Command Description
get_data_table_schema Column names and types
get_data_table_rows / get_data_table_row Read rows
add_data_table_row Add with initial data
update_data_table_row Partial update
delete_data_table_row Delete row
duplicate_data_table_row Copy row
rename_data_table_row Rename row

Data Assets (12)

Command Description
create_data_asset Create any UDataAsset subclass
get/set_data_asset_property(ies) Read/write properties (single or batch)
list_data_assets Browse by path/class
list_data_asset_classes Discover all loaded UDataAsset subclasses
get_property_valid_types Valid dropdown values for a property slot
search_class_paths Find class paths
get_mass_config_traits Inspect all traits on a Mass Entity Config asset
add_mass_config_trait Append a new trait to a Mass Config (non-destructive)
set_mass_config_trait_property Surgical in-place edit of a single trait property — never replaces the Traits array
remove_mass_config_trait Remove a single trait by index or class without affecting siblings

Actors & Level (19)

Command Description
spawn_actor Spawn built-in actor types
spawn_blueprint_actor Spawn BP actor
spawn_actor_from_class Spawn from class name
get_actors_in_level List all actors
find_actors_by_name Search by name pattern
get_actor_properties Read actor properties
set_actor_transform Set location/rotation/scale
delete_actor Remove from level
get_selected_actors Viewport selection
get_world_info Level info
set_static_mesh_properties Mesh assignment
set_physics_properties Physics config
set_mesh_material_color Material color
apply_material_to_actor/blueprint Apply material
get_actor/blueprint_material_info Material slots
get_available_materials List materials
take_screenshot Capture viewport

Enhanced Input (21)

Command Description
create_input_action Create UInputAction
get/set_input_action_properties Action properties
add/remove_input_action_trigger Action triggers
add/remove_input_action_modifier Action modifiers
list_input_actions Browse actions
create_input_mapping_context Create UInputMappingContext
get_input_mapping_context Read mappings
add/remove/set_key_mapping Key bindings
add/remove_mapping_trigger/modifier Per-mapping overrides
list_input_mapping_contexts Browse contexts
list_trigger_types / list_modifier_types Discover types
list_input_keys Valid key names

Widgets — UMG (11)

Command Description
get_widget_tree Widget hierarchy
add_widget Add to parent
remove/move/rename/duplicate_widget Widget operations
get/set_widget_properties Widget properties
get/set_slot_properties Layout slot properties
list_widget_types Available widget classes

Niagara VFX (96)

End-to-end Niagara authoring — read the full stack, mutate any binding (top-level or nested), author scratch-pad dynamic inputs from scratch, spawn arbitrary graph nodes including data-interface member functions, and discover every valid option the editor's dropdowns expose. Built on Niagara's exported ViewModel / Stack Graph APIs with safe replication of non-exported helpers.

Systems

Command Description
create_niagara_system Create from emitter template or empty
get_niagara_system_info System metadata, emitters, parameters
list_niagara_systems Browse Niagara systems by path
delete_niagara_system Delete a system
compile_niagara_system Force recompile
set_niagara_system_property Set top-level system property
get_niagara_system_errors Compilation errors / warnings
get_niagara_particle_stats Per-emitter particle stats
get/set_niagara_playback_range Preview playback range

Emitters

Command Description
get_niagara_emitters List emitters in a system
add_niagara_emitter Add from template
remove_niagara_emitter Remove an emitter
duplicate_niagara_emitter Copy emitter with new name
reorder_niagara_emitter Change emitter index
set_niagara_emitter_property Set emitter property
get_niagara_emitter_attributes Particle attributes (Position, Velocity, etc.)

Modules (Spawn / Update / Render stacks)

Command Description
get_niagara_modules List modules in any stack
add_niagara_module Add module from script asset
remove_niagara_module Remove a module
set_niagara_module_enabled Enable/disable a module
reorder_niagara_module Reorder within stack
get_niagara_module_inputs Inspect module inputs with current values
set_niagara_module_input Set literal value (auto-routes Module.* inputs to rapid-iteration; supports nested dot-paths like "Spawn Count.int32001")
set_niagara_dynamic_input Replace input with a dynamic input function (nested-path aware)
set_niagara_curve Set curve points on a curve input
get_niagara_module_versions List script versions

Stack Input Binding Loop

Command Description
get_niagara_module_input_binding Resolve mode (Default/Local/Linked/Dynamic/Data/Expression) + target + recursive children for every input in one call
clear_niagara_module_input Reset an input (or nested path) to default — equivalent to "Reset to Default" in the stack UI
list_niagara_input_source_menu Reproduces the editor's source dropdown — engine dynamic-input assets + scratch-pad DIs + link parameters grouped by namespace

Parameters & Bindings

Command Description
get_niagara_user_parameters List User-namespace parameters
add_niagara_user_parameter Add a User parameter
set_niagara_user_parameter Set a User parameter value
remove_niagara_user_parameter Remove a User parameter
link_niagara_parameter Bind module input to a parameter (supports nested dot-paths)
get_niagara_rapid_iteration_parameters RI param introspection
set_niagara_rapid_iteration_parameter Set RI param value
list_niagara_available_parameters Enumerate well-known + user + scratch-pad-scoped parameters

Renderers

Command Description
add_niagara_renderer Add Sprite/Mesh/Ribbon/Light renderer
remove_niagara_renderer Remove a renderer
get_niagara_renderer_info Renderer summary with per-binding detail (binding_name + bound_variable + type + dataset_variable)
get_niagara_renderer_properties Full renderer property dump
set_niagara_renderer_property Set renderer property
set_niagara_renderer_binding Bind renderer attribute to particle data

Scratch Pad — CRUD & Apply

Command Description
create_niagara_scratch_pad_module Create per-emitter scratch module (module / dynamic_input / function)
list_niagara_scratch_pad_modules List scratch pads on a system
duplicate_niagara_scratch_pad_module Duplicate with new name
rename_niagara_scratch_pad_module Rename in-place
delete_niagara_scratch_pad_module Remove from system
apply_niagara_scratch_pad Commit edit-copy → asset (Apply button)
apply_and_save_niagara_scratch_pad Apply + save asset (Apply & Save button)
create_niagara_module_asset Create reusable standalone Niagara Module Script asset

Script Properties (Details Panel)

Command Description
get_niagara_script_properties Read Category, Description, Keywords, ModuleUsageBitmask, ProvidedDependencies, RequiredDependencies, LibraryVisibility, bDeprecated, bExperimental, NumericOutputTypeSelectionMode, ScriptMetaData, ConversionUtility
set_niagara_script_properties Batch-set any subset (supports TArray<FName> like ProvidedDependencies and TArray<FNiagaraModuleDependency>)

Script Parameters (Input / Output)

Command Description
list_niagara_script_parameters Inputs + outputs on a scratch pad / standalone script
add_niagara_script_parameter Add input or output parameter with any registered type (incl. data interfaces)
remove_niagara_script_parameter Remove — cascades to Map Get / Map Set pin cleanup automatically
rename_niagara_script_parameter Rename across asset + edit-copy graphs

Graph Introspection

Command Description
get_niagara_graph_nodes List every node with verbosity (summary/connections/full) + type_filter + name_filter. Three resolver modes: scratch pad, emitter stack graph, standalone script
get_niagara_node_info Deep single-node inspect by node_index / node_class / node_id with pin layout, links, and type-specific fields (op_name, function_script, hlsl_preview, input_name/type)
trace_niagara_connection BFS upstream/downstream with pin_name filter — see the dependency chain without dumping the whole graph
validate_niagara_graph Classify orphaned / dead-end / missing-input nodes (skips +Add placeholders)

Graph Node CRUD

Command Description
add_niagara_graph_node Spawn Op / FunctionCall / DataInterfaceFunction / ParameterMapGet / ParameterMapSet / Reroute / Input node. DI member functions (e.g. Array.Length) use UNiagaraDataInterface::GetFunctionSignatures — same path as the right-click "Functions" submenu
delete_niagara_graph_node Delete by index or GUID, mirrors on asset + edit-copy

Pin Management

Command Description
add_niagara_map_get_pin Add a typed output pin to a Map Get (e.g. Module.MyParam as Vector)
add_niagara_map_set_pin Add a typed input pin to a Map Set (e.g. Particles.Velocity)
add_niagara_node_pin Add a pin to any UNiagaraNodeWithDynamicPins-derived node
rename_niagara_node_pin Rename a pin on a dynamic-pin node
remove_niagara_node_pin Remove a dynamic pin
connect_niagara_pins Wire two pins with UEdGraphSchema_Niagara::TryCreateConnection validation
disconnect_niagara_pins Break a pin connection

Custom HLSL

Command Description
set_niagara_scratch_pad_hlsl Write HLSL source into the scratch pad's Custom HLSL node (creates pins as needed)
add_niagara_custom_hlsl_input Add an input pin to a Custom HLSL node
add_niagara_custom_hlsl_output Add an output pin to a Custom HLSL node
rename_niagara_custom_hlsl_pin Rename a pin (also rewrites {PinName} references in the HLSL body)
remove_niagara_custom_hlsl_pin Remove a pin

Events & Simulation Stages

Command Description
add_niagara_event_handler Add event handler stage
add_niagara_simulation_stage Add simulation stage
get_niagara_event_handlers Inspect handlers on emitter

Level Spawning

Command Description
spawn_niagara_effect Spawn at world location
control_niagara_effect Activate / deactivate / restart
add_niagara_component Add NiagaraComponent to a Blueprint
get_niagara_actors Find spawned Niagara actors

Discovery (zero-guess authoring)

Command Description
list_niagara_modules All available Niagara module scripts
list_niagara_emitter_templates Emitter templates
list_niagara_data_interfaces Available data interfaces (DI_*)
list_niagara_data_interface_functions Member functions on a DI class (Array.Length, Array.Get, etc.) — pass result to add_niagara_graph_node(node_type="DataInterfaceFunction")
list_niagara_parameter_types Parameter type registry
list_niagara_node_types Spawnable node classes with pin schema
get_niagara_node_type_info Pin schema for a node class or script asset
search_niagara_functions Find Niagara script assets by usage + name
get_niagara_schema_actions Full graph right-click menu — same source the editor uses. Returns op_name / function_script / input_name for direct use with add_niagara_graph_node
describe_niagara_type Type query — FNiagaraTypeRegistry types + UEnum / UScriptStruct reflection fallback for script-property enums and custom types
get_niagara_data_interface_schema Walk a DI class's editable property schema
find_niagara_scratch_pad_usage Reverse lookup — where is this scratch pad referenced?
resolve_niagara_built_in_dynamic_input AssetRegistry scan for engine-shipped DI scripts (no more hardcoded paths)

StateTree (33, NEW)

Read and author StateTree assets — states, tasks, evaluators, transitions, conditions, parameters, and bindings. Schema-aware: works with both StateTreeSchemaBase and Mass schema variants.

Reading

Command Description
get_statetree_info Asset summary (schema, states, evaluators)
get_statetree_full_info Full recursive dump (states + tasks + transitions + bindings)
get_statetree_states List all states (flat)
get_statetree_state Single state details by ID/name
get_statetree_node Inspect any node (task/evaluator/condition)
get_statetree_evaluators Global evaluators
get_statetree_global_tasks Global tasks
get_statetree_parameters Tree parameters
get_statetree_bindings All property bindings
get_statetree_transition_targets Valid transition targets for a state
search_statetree_nodes Search nodes by name / type

Authoring

Command Description
create_statetree Create new StateTree asset
set_statetree_schema Set schema (e.g. Mass schema)
add_statetree_state Add a state (parent or root)
add_statetree_task Add task to a state
add_statetree_evaluator Add global evaluator
add_statetree_global_task Add global task
add_statetree_condition Add enter / transition condition
add_statetree_transition Add transition (event / completed / delegate)
add_statetree_parameter Add tree parameter
add_statetree_binding Bind property between nodes
compile_statetree Compile after edits

Modification

Command Description
set_statetree_state_property Edit state property
set_statetree_node_property Edit task / evaluator / condition property
set_statetree_transition_property Edit transition property
set_statetree_color Set state color

Removal

Command Description
remove_statetree_state Remove a state
remove_statetree_node Remove a task / evaluator / condition
remove_statetree_transition Remove a transition
remove_statetree_binding Remove a binding
remove_statetree_parameter Remove a parameter

Discovery

Command Description
list_statetree_node_types All available task / evaluator / condition types
list_statetree_enum_values Enum values for property dropdowns

Performance Profiling (3)

Command Description
performance_start_trace Start recording .utrace
performance_stop_trace Stop and auto-load
performance_analyze_insight Smart analysis (diagnose, spikes, flame, hotpath, search, histogram, etc.)

Debug (2)

Command Description
set_mcp_debug Enable token tracking
get_mcp_token_stats Token usage stats

Usage Examples

These work with both the CLI and MCP server. With the CLI, the AI calls ue-cli via Bash. With MCP, the AI calls tools directly.

Create a Material

Create a red metallic material at /Game/Materials/M_RedMetal
with roughness 0.3 and metallic 1.0

The AI will call create_material, then build_material_graph to wire up constant nodes to Base Color, Metallic, and Roughness pins.

Spawn Actors

Spawn 5 point lights in a circle around the origin at height 300

The AI will call spawn_actor with actor_type: "PointLight" five times with calculated positions.

Blueprint Creation

Create a Blueprint actor called BP_HealthPickup based on Actor,
add a Sphere Collision component and a Static Mesh component,
set it up so on BeginOverlap it prints "Health Picked Up"

The AI will use create_blueprint, add_component_to_blueprint, add_event_node, add_blueprint_node, and connect_blueprint_nodes.

Profile Performance

Start a performance trace, play for 10 seconds, stop it,
then diagnose the bottlenecks

The AI will call performance_start_trace, wait, performance_stop_trace, then performance_analyze_insight with query: "diagnose".

Data Table Management

Show me the schema of DT_Items, then add a new row called
"IronIngot" with StackSize 100

The AI will call get_data_table_schema, then add_data_table_row with the appropriate data.


Configuration

Custom Port

Add to Config/DefaultEngine.ini:

[UnrealMCP]
Port=55557

Environment Variable

# Force a specific port (overrides port file)
set UNREAL_MCP_PORT=55560

Multiple Editor Instances

Each editor picks a unique port automatically. The CLI and MCP server read the port from Saved/UnrealMCP/port.txt. Use --port flag or UNREAL_MCP_PORT env var to target a specific instance.


Architecture

Plugin Structure

Plugins/UnrealMCP/
├── UnrealMCP.uplugin              # Plugin manifest
├── cli/                            # Go CLI source (ue-cli)
│   ├── cmd/                        # Command definitions (280 commands)
│   ├── internal/bridge/            # TCP client
│   ├── internal/project/           # Plugin embedding & project detection
│   └── npm/                        # npm package wrapper
├── unrealmcp/                      # Python MCP server
│   ├── _tcp_bridge.py              # TCP communication
│   └── tools/                      # Tool modules (one per category)
├── Source/UnrealMCPBridge/         # C++ editor plugin
│   ├── Public/                     # Headers
│   └── Private/                    # Implementation + command handlers
└── .github/workflows/release.yml   # CI: builds + GitHub Release + npm publish

Communication Protocol

TCP with length-prefix framing:

[4 bytes: big-endian payload length] [N bytes: UTF-8 JSON]

Request: {"type": "command_name", "params": {...}} Response: {"status": "success", "result": {...}}


Adding Custom Commands

CLI Side (Go)

Add a CommandSpec to the appropriate cmd/*.go file:

{
    Name:    "my_command",
    Group:   "mygroup",
    Short:   "What it does",
    Long:    "Detailed description.",
    Example: "ue-cli my_command --param value",
    Params: []ParamSpec{
        {Name: "param", Type: "string", Required: true, Help: "Description"},
    },
},

MCP Side (Python)

Create a new file in unrealmcp/tools/:

# unrealmcp/tools/my_tools.py
from unrealmcp._bridge import mcp
from unrealmcp._tcp_bridge import _call

@mcp.tool()
def my_command(param: str) -> str:
    """Description shown to the AI assistant."""
    return _call("my_command", {"param": param})

Register it in unrealmcp/tools/__init__.py:

from unrealmcp.tools import my_tools  # noqa: F401

C++ Side

Add a command handler in Source/UnrealMCPBridge/Private/Commands/ and register it in ExecuteCommand().


Supported AI Tools

Tool Interface Config File Status
Claude Code CLI or MCP Bash (CLI) / .mcp.json (MCP) Tested
Cursor MCP .cursor/mcp.json Tested
VS Code / Copilot MCP .vscode/mcp.json Supported
Windsurf MCP ~/.codeium/windsurf/mcp_config.json Supported
Gemini CLI MCP .gemini/settings.json Supported
JetBrains / Rider MCP .junie/mcp/mcp.json Supported
Zed MCP ~/.config/zed/settings.json Supported
Amazon Q MCP .amazonq/mcp.json Supported

Troubleshooting

Problem Solution
"Connection refused" Is the UE5 editor running? Check Output Log for MCP Bridge initialized on port XXXXX
ue-cli doctor shows port file missing Editor hasn't started yet, or check Saved/UnrealMCP/port.txt
Commands timeout Large operations (profiling, complex graphs) have 300s timeout. Use --timeout 600 to increase
Multiple editors Use --port <num> or UNREAL_MCP_PORT env var to target a specific instance
Plugin not compiling Ensure PythonScriptPlugin, EditorScriptingUtilities, EnhancedInput are enabled
Python import errors Run pip install fastmcp requests — make sure the Python on your PATH matches your AI tool's
Plugin not loading Verify UnrealMCP.uplugin has "Type": "Editor" and required plugins are available in your engine build

Releases & Distribution

Channel Command
npm npm install -g unrealcli
GitHub Releases Download binaries
pip (MCP only) pip install unrealmcp

Releases are automated via GitHub Actions. Push a tag to trigger:

git tag v1.2.2 && git push origin v1.2.2
# → Builds 5 platform binaries
# → Creates GitHub Release
# → Publishes to npm + PyPI

Contributing

See CONTRIBUTING.md for guidelines.


Enterprise & Studio Integration

Need Unreal MCP integrated into your studio's production pipeline? I work directly with game studios to build custom AI-assisted workflows on top of this tool.

What I offer:

  • Pipeline Integration — Set up Unreal MCP within your existing build system, CI/CD, and team workflow so every artist and developer can use AI assistants with your Unreal project out of the box
  • Custom Tool Development — Build MCP commands tailored to your studio's proprietary formats, internal tools, and specific production needs that the open-source version doesn't cover
  • AI Workflow Design — Design and implement how your team uses AI assistants (Claude, Cursor, Copilot) with Unreal Engine — from material creation to level design to asset pipelines
  • Advanced Material & Substrate Systems — Procedural material generation, Substrate workflows, complex shader pipelines — fully automated through MCP

Get in touch:


Custom Development & Support

Need help with your Unreal project? I'm available for contract work across the full UE5 C++ stack, from gameplay and multiplayer to editor tooling and Mass Entity systems. See SUPPORT.md for details.

[email protected] · LinkedIn · Portfolio · Discord: destroyerpal


License

MPL-2.0 — see LICENSE for details.

About

AI bridge for Unreal Engine 5. Control the editor from Claude Code, Cursor, Windsurf, and any MCP client. 238 commands across materials, blueprints, Niagara VFX, StateTree, data tables, Mass Entity, Enhanced Input, UMG widgets, and performance profiling.

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