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Funplay Unreal

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Stdio bridge letting AI assistants operate directly inside Unreal Editor through 97 built-in tools.

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Stdio bridge letting AI assistants operate directly inside Unreal Editor through 97 built-in tools.

README

Funplay MCP for Unreal

The most advanced MCP server for the Unreal Editor.

Unreal Engine 5.3-5.8 MIT MCP compatible Editor only

中文 | English

💖 If this saves you time, please star the repo — it helps a lot.


Funplay MCP for Unreal lets AI assistants — Claude Code, Cursor, Windsurf, Codex, VS Code Copilot and any other MCP client — operate directly inside a running Unreal Editor. It is a pure-Python editor plugin (no C++ build, works across Unreal Engine 5.3–5.8) that exposes the editor over a local MCP server, plus a tiny Node.js stdio bridge that connects your AI client to it. MIT-licensed and free for commercial use.

Describe what you want in natural language — spawn and arrange actors, build levels and Blueprints, create materials, import assets, drive Play-In-Editor, capture screenshots, or run arbitrary execute_python — and let the assistant do it.

"Build a small arena: a floor, four walls, some point lights, and a player start in the middle. Then play it and send me a screenshot."

The assistant inspects the level, spawns and positions the actors, sets up lighting, enters Play-In-Editor, and returns a screenshot — all through this MCP server.

Demo

Codex uses Funplay MCP to build a castle in Unreal Editor

Codex asks for a castle, Funplay MCP drives the Unreal Editor through MCP, and the finished scene appears directly in the editor.

Quick Start

Three things: (1) drop the plugin into your project, (2) enable it and start the server, (3) point your AI client at it.

1. Install the plugin

💡 The plugin is pure Python — there is nothing to compile.

  • Copy the FunplayMCP/ folder into your project's Plugins/ directory (<YourProject>/Plugins/FunplayMCP/), or download Funplay.UnrealMcp.vX.Y.Z.zip from the latest Release and extract it there.
  • It depends on the engine's Python Editor Script Plugin, which the .uplugin enables automatically.

2. Enable and start the MCP Server

  • Open your project. In Edit → Plugins, confirm Funplay MCP for Unreal is enabled, then restart the editor if prompted.
  • On startup the server listens at http://127.0.0.1:8765/ by default. If the port is busy it automatically picks a free local port (and a second editor of the same project attaches to the existing server).
  • A per-project auth token is generated and stored in <YourProject>/Saved/FunplayMCP/funplay_mcp_settings.json.
  • Get the endpoint and token any time from **Tools → Funplay MCP → Log Endpoint
    • Token** (printed to the Output Log).

3. Configure your AI client

The fastest path is the editor menu: Tools → Funplay MCP → Configure Claude Code (or Cursor / VS Code / Codex). It writes the right config with the endpoint and token filled in.

Manual configuration

Claude Code (~/.claude.json), Cursor (~/.cursor/mcp.json):

{
  "mcpServers": {
    "funplay-unreal": {
      "command": "npx",
      "args": ["-y", "funplay-unreal-mcp"],
      "env": {
        "FUNPLAY_UNREAL_MCP_URL": "http://127.0.0.1:8765/",
        "FUNPLAY_UNREAL_MCP_TOKEN": "<token from the Funplay MCP menu>"
      }
    }
  }
}

VS Code (mcp.json) uses the servers key; Codex (~/.codex/config.toml) uses a [mcp_servers."funplay-unreal"] table. Both are written for you by the one-click menu.

4. Verify the connection

Ask your assistant to:

  • call get_project_info,
  • read the resource unreal://project/context,
  • run execute_python with result = unreal.SystemLibrary.get_engine_version().

Before You Start

  • Editor only. The server runs inside the Unreal Editor; it does not ship in packaged games.
  • Loopback only. It binds 127.0.0.1 and rejects non-loopback Origins; POST requests require the per-project auth token.
  • Default core profile. A focused 32-tool set is exposed by default; switch to full (97 tools) in the settings file when you want everything.
  • execute_python safety checks are on by default (a filesystem/process denylist); pass safety_checks=false to override per call.
  • All unreal API work is marshalled onto the game thread, so the editor never crashes from off-thread access.

Why This Project

  • execute_python first. A first-class tool that runs arbitrary Python in the editor — anything the 96 dedicated tools don't cover, you can still do.
  • API discovery built in. search_api / describe_class / inspect_object read the embedded unreal module's own docs, so the assistant uses the real API instead of hallucinating it.
  • Pure Python, no build. No C++ module, no compile step, portable across UE 5.3–5.8.
  • Safe by construction. Game-thread marshalling, loopback binding, auth token, and DNS-rebinding protection out of the box.
  • One-click client config + project skills. Configure Claude Code / Cursor / VS Code / Codex and generate an AGENTS.md bridge from the editor menu.
  • Same family, same conventions as Funplay MCP for Unity / Godot / Cocos.

Highlights

  • 97 built-in tools (32 in the default core profile) across 20 categories.
  • MCP resources (unreal://...) for project, level, selection, logs, and the tool catalog, plus prompt templates for common workflows.
  • Structured results — every tool returns JSON the assistant can reason over; screenshots come back as inline images.
  • Auto port-fallback and same-project instance attach.
  • Zero-dependency Node bridge published to npm as funplay-unreal-mcp.

MCP Capabilities

  • Tools: 97 (32 core / 97 full).
  • Primary execution: execute_python — run any Python snippet in the editor.
  • Prompts: level_review, feature_plan, debug_runtime, blueprint_actor.
  • Resources: unreal://project/context, unreal://project/info, unreal://level/current, unreal://actors/list, unreal://selection/current, unreal://tools/catalog, unreal://logs/recent, unreal://interaction/history, plus templates unreal://actor/{ref} and unreal://asset/{path}.

Comparison with Funplay MCP for Unity

Funplay MCP for Unreal Funplay MCP for Unity
Editor side Pure-Python plugin (no build) C# package
Primary execution execute_python (embedded unreal) execute_code (in-memory C#)
Transport Local HTTP + stdio bridge Local HTTP + stdio bridge
Default exposure core profile (32 of 97) core profile
Engine versions UE 5.3–5.8 Unity 2022.3+
Client config One-click (Claude/Cursor/VS Code/Codex) One-click

Built-in Tools

97 built-in tools (32 core). Call get_tool_catalog for the live list.

Category Tools
Execution execute_python, run_console_command
Reflection search_api, describe_class, list_enum_values, inspect_object
Actors spawn_actor, spawn_actor_from_asset, destroy_actor, duplicate_actor, set_actor_transform, set_actor_label, set_actor_property, attach_actor, get_actor_info, list_actors, find_actors, batch_spawn_actors
Components add_component, list_components, get_component_properties, set_component_property, set_static_mesh, set_material, set_physics_properties, add_ism_instances
Assets list_assets, find_assets, get_asset_info, duplicate_asset, rename_asset, delete_asset, save_asset, import_asset, create_folder, asset_exists, get_asset_references
Blueprints create_blueprint, add_blueprint_component, compile_blueprint, get_blueprint_info, spawn_blueprint
Materials create_material, create_material_instance, set_material_instance_parameter, get_material_info, add_material_expression, connect_material_expressions, connect_material_property, recompile_material
Levels new_level, load_level, save_current_level, save_all_dirty, get_level_info, list_levels
Play-In-Editor play_in_editor, stop_play_in_editor, simulate_in_editor, get_play_state
Viewport set_viewport_camera, get_viewport_camera, focus_viewport
Screenshots take_screenshot
Selection get_selection, set_selection, select_none, get_selected_assets
Editor State get_editor_state, get_project_info, get_output_log, sync_content_browser, health_status, undo, redo
Files read_file, write_file, list_directory, file_exists
Procedural build_wall, build_floor, build_stairs, scatter_actors
Organization set_actor_folder, create_layer, add_actors_to_layer, list_layers
Data create_data_table, get_data_table, set_data_table_rows, export_data_table_csv
UMG create_widget_blueprint, add_widget, set_widget_property
Effects spawn_niagara_system, set_niagara_parameter
Discovery get_tool_catalog

Repository Layout

FunplayMCP/                         # the Unreal editor plugin (pure Python)
  FunplayMCP.uplugin
  Content/Python/
    init_unreal.py                  # auto-run entry point
    funplay_mcp/                    # server, transport, registry, providers
      tools/                        # one module per tool category
stdio-wrapper/                      # zero-dependency Node.js stdio<->HTTP bridge
scripts/                           # validate_repo.py, package_release.py
tests/                             # Node + Python tests (run without the editor)
server.json                        # MCP registry manifest

Architecture

AI client (Claude Code / Cursor / ...)
        │  stdio (MCP JSON-RPC)
        ▼
funplay-unreal-mcp  (Node bridge, npx)
        │  HTTP + token  →  127.0.0.1:8765
        ▼
Unreal Editor plugin (Python)
        │  game-thread pump (register_slate_post_tick_callback)
        ▼
unreal API  →  Actors / Assets / Blueprints / Levels / PIE

Contributing

See CONTRIBUTING.md. Run python3 scripts/validate_repo.py before opening a PR.

License

MIT — see LICENSE.

from github.com/funplayai/funplay-unreal-mcp

Install Funplay Unreal in Claude Desktop, Claude Code & Cursor

Recommended · one command, every IDE
unyly install funplay-unreal

Installs into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.

First time? Get the CLI: curl -fsSL https://unyly.org/install | sh

Or configure manually

Run in your terminal:

claude mcp add funplay-unreal -- npx -y funplay-unreal-mcp

Step-by-step: how to install Funplay Unreal

FAQ

Is Funplay Unreal MCP free?

Yes, Funplay Unreal MCP is free — one-click install via Unyly at no cost.

Does Funplay Unreal need an API key?

No, Funplay Unreal runs without API keys or environment variables.

Is Funplay Unreal hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Funplay Unreal in Claude Desktop, Claude Code or Cursor?

Open Funplay Unreal on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

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