Unreal MCP Server (Chirag Panwar)
Unreal Engine project automation through a native C++ bridge for AI-driven asset and scene control.
Data last scanned today · Reviewed today
Overview
The Unreal MCP Server acts as an interface between AI assistants and Unreal Engine 5.0 through 5.8, using a native C++ Automation Bridge to execute commands directly within the editor. It supports complex workflows including asset management, actor manipulation, and cinematic control via the Sequencer. The system utilizes a dual-transport architecture, offering native HTTP/SSE or WebSocket options for communication. It features runtime introspection for dynamic type discovery, allowing the server to recognize lights, debug shapes, and sequencer tracks as they change within the project.
Our verdict
With a security score of 45/100, this server is classified as high-risk. A primary concern is that it lacks a read-only mode, meaning every installation grants the connected AI full write access to your Unreal Engine project files. While it implements token-based authentication and command safety patterns, the potential for unintended project modification makes it better suited for isolated development environments rather than shared or critical production pipelines.
- Native C++ Automation Bridge plugin ensures direct engine integration.
- Small supply chain with only six direct dependencies.
- Active development evidenced by commits within the last day.
- Comprehensive support for Sequencer, Niagara, and Blueprint graphs.
- Full write access is granted without a read-only mode.
- Not an official product maintained by Epic Games.
- Lacks OAuth support for granular access control.
- Missing a dedicated homepage link for extended documentation.
Setup
{
"mcpServers": {
"chir24-unreal-mcp": {
"args": [
"-y",
"unreal-engine-mcp-server"
],
"command": "npx"
}
}
}Paste into ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows), then restart Claude Desktop. Some servers require API keys or tokens as environment variables — check the project's README and add an "env" object if needed.
- No read-only mode — running this grants full read/write access.
Tools
| Tool | Description | Risk |
|---|---|---|
| manage_asset | Assets, Materials, Render Targets, Behavior Trees, Blueprint Struct (UserDefinedStruct) authoring | medium |
| manage_blueprint | Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations | medium |
| control_actor | Spawn, delete, transform, physics, tags | high |
| control_editor | PIE, Camera, viewport, screenshots | medium |
| manage_level | Load/save, streaming, lighting | medium |
| system_control | UBT, Tests, Logs, Project Settings, CVars, Python Execution | high |
| inspect | Object Introspection | low |
| manage_tools | Dynamic tool management (enable/disable at runtime) | medium |
| build_environment | Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences | medium |
| manage_level_structure | Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes | medium |
Compatibility
| Client | Local | Docker | Remote | Read-only |
|---|---|---|---|---|
| ChatGPT | ||||
| Claude Desktop | ||||
| Cursor | ||||
| VS Code | ||||
| Windsurf |
Frequently asked questions
›Which versions of Unreal Engine are supported?
The server supports Unreal Engine versions 5.0 through 5.8, though the current live acceptance record covers UE 5.7.4.
›Do I need to compile C++ code to use the plugin?
If you install the plugin from source, your project must have a code target to compile it. Alternatively, you can use pre-built binaries to support any project, including Blueprint-only projects, without needing to compile.
›Does the server require an active connection to Unreal Engine to start?
No, the server features graceful degradation and will start even without an active Unreal Engine connection.
›How are security concerns handled for console commands?
The server includes command safety features that block dangerous console commands using pattern-based validation.
›Does the server support authentication?
Yes, optional token-based authentication is available for both WebSocket and HTTP transports.
›How are performance optimizations managed for assets?
The server utilizes asset caching with a 10-second TTL to improve performance during operations.
Badge
Maintain this server? Add the live badge to your README.