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Drive the Unreal Engine 5.7 editor from any MCP client over a local TCP socket - 105 editor-automation tools (72 native C++ handlers + 33 bridge-side): actors,
Drive the Unreal Engine 5.7 editor from any MCP client over a local TCP socket - 105 editor-automation tools (72 native C++ handlers + 33 bridge-side): actors, levels, materials, Blueprints, sequencer, rendering, asset import, editor Python. Native C++ plugin + thin Python bridge, ~50ms round-trips. MIT.
Drive Unreal Engine 5.7 from any MCP-compliant client over a local TCP socket.
121 tools total. Zero pixel-clicking. ~50ms round-trip.
CI License Unreal Engine Python MCP Tests Tools Changelog PRs Welcome


Live capture — an MCP client builds the scene and orbits the camera entirely over the local TCP socket. Reproduce with scripts/capture_demo_gif.py.
Native C++ handlers — not Python Remote Execution. ~50 ms round-trips across 121 tools · 546 tests · MIT · works with any MCP-compliant client (Claude Code, Cursor, Cline, Codex, Gemini, Continue, Windsurf, Zed, …).
The suite now spans inspection and authoring — read existing assets and create them: actors, levels, data tables/assets, Blueprints, and material graphs, all over the same socket.
⭐ If this saves you time, a star helps other devs find it.
Authoring high-quality assets: see docs/ASSET-PIPELINE-BLENDER.md.
Every route below only wires the stdio bridge. You must separately install the UE 5.7 plugin into your project's
Plugins/folder and launch the editor (it binds127.0.0.1:18888). See docs/setup/README.md for the prerequisite, and docs/DISTRIBUTION.md for how this is published.
Claude Code — paste the owner/repo, no clone needed:
/plugin marketplace add NAJEMWEHBE/unreal-ai-connection
/plugin install unreal-ai-connection@unreal-ai-connection
Cursor — one-click deeplink. Base64-encode your machine's bridge path into this template:
cursor://anysphere.cursor-deeplink/mcp/install?name=unreal-ai-connection&config=<BASE64>
where <BASE64> is base64 of {"command":"python3","args":["/ABSOLUTE/PATH/TO/bridge/unreal_ai_connection_bridge.py"]} (on Windows use "command":"py" if python3 is not on PATH). Manual fallback — .cursor/mcp.json:
{ "mcpServers": { "unreal-ai-connection": { "command": "python3", "args": ["/ABSOLUTE/PATH/TO/bridge/unreal_ai_connection_bridge.py"] } } }
VS Code — install deeplink (URL-encode the JSON for your path):
vscode:mcp/install?<URL-ENCODED {"name":"unreal-ai-connection","command":"python3","args":["/ABSOLUTE/PATH/.../bridge/unreal_ai_connection_bridge.py"]}>
Windows: all snippets use
python3; if that's not on PATH use thepylauncher instead ("command": "py"). The.claude-plugin/mcp-config.jsonmarketplace path usespython3for cross-platform consistency — Windows users withoutpython3should use the manual per-client recipe indocs/setup/withpy.
Every other client — copy-paste recipe per client:
| Client | Route | Recipe |
|---|---|---|
| Claude Code | /plugin marketplace add NAJEMWEHBE/unreal-ai-connection |
docs/setup/claude-code.md |
| Claude Desktop | edit claude_desktop_config.json |
docs/setup/claude-desktop.md |
| Cursor | deeplink / .cursor/mcp.json |
docs/setup/cursor.md |
| Codex CLI | codex mcp add unreal-ai-connection -- … |
docs/setup/codex-cli.md |
| Windsurf | mcp_config.json |
docs/setup/windsurf.md |
| Continue | ~/.continue/config.yaml |
docs/setup/continue.md |
| Cline | MCP Marketplace tab / settings | docs/setup/cline.md |
| Zed | ~/.config/zed/settings.json |
docs/setup/zed.md |
| Gemini CLI | ~/.gemini/settings.json |
docs/setup/gemini-cli.md |
| VS Code Copilot | .vscode/mcp.json |
docs/setup/vscode-copilot.md |
Also discoverable in the official MCP Registry as io.github.najemwehbe/unreal-ai-connection (feeds the VS Code MCP gallery, mcp.so, PulseMCP) and submittable to the Cline marketplace via llms-install.md.
graph LR
A[Any MCP client] -->|stdio MCP| B[Python Bridge]
B -->|TCP 127.0.0.1:18888| C[UnrealAIConnection plugin<br/>UE editor module]
C -->|native C++ API| D[Unreal Editor 5.7]
sequenceDiagram
participant User
participant Client as MCP client<br/>(e.g. Claude Code)
participant Bridge as Python bridge
participant Plugin as UE plugin module
participant Editor as Unreal Editor 5.7
User->>Client: "Spawn a Cube at origin"
Client->>Bridge: stdio MCP — tools/call spawn_actor
Bridge->>Plugin: TCP 127.0.0.1:18888<br/>JSON-RPC framed
Plugin->>Editor: GEditor->SpawnActor()
Editor-->>Plugin: success + actor ref
Plugin-->>Bridge: JSON-RPC result
Bridge-->>Client: MCP envelope
Client-->>User: rendered confirmation<br/>(~50ms total)
You ask Claude Code: "Take a screenshot of my level and tell me what's there." — Claude resolves the request to a tool call, the bridge forwards it as JSON-RPC to the running editor, the plugin captures the viewport, and Claude renders the image inline. Same flow works for spawning actors, inspecting Blueprints, mutating Widget Trees, executing arbitrary unreal.* Python, listing actors, focusing the viewport, loading levels, taking high-res screenshots.
The plugin binds to 127.0.0.1 only — your running editor is never reachable across the network.
UE 5.7's Python reflection has known dead-ends. Most painfully: EditorUtilityWidgetBlueprint.WidgetTree is a UPROPERTY() without EditAnywhere, so neither get_editor_property nor direct attribute access can reach it. This blocks "let an LLM build me an editor utility panel" workflows entirely.
The plugin sidesteps these limits by calling UE's native C++ APIs directly inside the editor process. It's also dramatically faster than driving UE's GUI with screenshot pixel-clicks — ~50ms round-trip vs. minutes of GUI fiddling.
MCP (Model Context Protocol) is a vendor-neutral I/O protocol designed for LLM tool-use. Because this plugin speaks MCP rather than baking in any one client, every conforming client gets all 121 tools for free: Claude Code, Codex CLI, Cursor, Gemini CLI, Continue, Zed, Cline, and any future entrant. Switch clients without changing the plugin or the bridge.
The wire format is stdio MCP between client and bridge, then a tight length-prefixed JSON-RPC over TCP 127.0.0.1:18888 between bridge and the running UE editor. Either side can be reimplemented in another language; the contract is the JSON.
121 tools total. 86 are native C++ handlers registered by the plugin at editor startup; 35 are bridge-side synthetic tools (wait_for_events, get_camera_transform, set_camera_transform, screenshot_actor, compile_mod_pak, compile_mod_pak_direct, bulk_delete_assets, bulk_move_assets, bulk_rename_assets, bulk_duplicate_assets, bulk_inspect_assets, inspect_data_asset, inspect_sound_class, inspect_sound_submix, inspect_audio_bus, inspect_material_function, inspect_metasound, find_unused_assets, get_reference_chain, bulk_compile_blueprints, audit_blueprint_compile_status, find_actors_by_class, bulk_focus_actors, bulk_screenshot_actors, bulk_set_actor_property, compare_assets, bulk_set_console_variables, inspect_dependency_graph, bulk_fix_redirectors, marketplace_search, marketplace_import, convert_hdri_to_cubemap, sequencer_add_transform_keyframe, import_mesh, material_auto_remap) that compose existing handlers without a dedicated UE round-trip (or, for compile_mod_pak and compile_mod_pak_direct, shell out to RunUAT or UnrealPak entirely outside the UE process) — see bridge/unreal_ai_connection_bridge.py's SYNTHETIC_TOOLS. Per-tool JSON schemas and examples live in docs/TOOLS.md. Grouped overview:
| Tool | Purpose |
|---|---|
execute_unreal_python |
Universal escape hatch — run arbitrary unreal.* Python in the editor's interpreter. Multi-line scripts work. |
run_python_file |
Execute a .py file from disk in the editor's Python interpreter. |
apply_python_to_selection |
Run a Python snippet with the editor's current selection bound as actors / assets. |
exec_python_persistent |
Persistent Python session — variables defined in one call survive into the next. |
reset_python_state |
Wipe the persistent session's globals. |
| Tool | Purpose |
|---|---|
get_project_summary |
Project name, engine version, enabled plugins, asset count. |
find_assets |
Query the asset registry by class + path + name. |
inspect_asset |
Class, tags, dependencies, referencers, on-disk size. |
move_asset |
Move an asset to a different folder; UE creates a redirector at the source path. |
rename_asset |
Change an asset's leaf name in place; UE creates a redirector at the old name. |
duplicate_asset |
Copy an asset to a new path. |
delete_asset |
Delete an asset; refuses if referenced by other packages unless force=true. |
fix_up_redirectors |
Resolve all object redirectors under a folder. |
create_data_table |
Create a new UDataTable asset whose rows conform to a given row UScriptStruct. |
create_data_asset |
Create a new UDataAsset (or subclass) asset from a UDataAsset subclass path. |
| Tool | Purpose |
|---|---|
inspect_blueprint |
Variables, function/event graphs, parent class of any Blueprint asset. |
compile_blueprint |
Recompile a Blueprint asset and report errors. |
inspect_widget_tree |
Read the widget hierarchy of a UWidgetBlueprint or EUW (the thing UE Python can't do). |
inspect_widget_blueprint |
Widget-BP-specific surface: animations, delegate bindings, palette category, inherited named slots, property-binding count, blueprint compile status. Pairs with inspect_blueprint + inspect_widget_tree. |
edit_widget_tree |
Mutate the tree: set_root / add_child / set_property. Solves the EUW WidgetTree blocker. |
inspect_anim_blueprint |
Read variables and state machines of an Animation Blueprint. |
inspect_anim_montage |
Read sections, slots, and notify tracks of an UAnimMontage. |
inspect_static_mesh |
LODs, materials, collision, bounds for a UStaticMesh. |
inspect_skeletal_mesh |
LODs, materials, sockets, skeleton info for a USkeletalMesh. |
inspect_physics_asset |
Body setups (one per simulated bone), constraint setups (joints between bodies), bounds-bodies subset, named physical-animation + constraint profiles. Cross-links to inspect_skeletal_mesh via preview_skeletal_mesh. |
inspect_niagara_system |
Emitters and exposed user parameters of a Niagara system. |
inspect_landscape |
Components, layers, and material info for a landscape actor. |
inspect_data_table |
RowStruct identity, sorted row names, per-property name+type for every FProperty on the row struct, plus client-strip / ignore-extra/missing-fields flags. |
inspect_curve |
UCurveBase channel layout (1ch UCurveFloat / 4ch UCurveLinearColor / 3ch UCurveVector), per-channel name + key count + per-channel + global time/value range. |
create_blueprint |
Create a new UBlueprint asset under /Game/ from a parent class (default /Script/Engine.Actor). |
add_blueprint_variable |
Add a typed member variable (bool/int/float/string/name/vector/rotator/transform/object) to an existing UBlueprint. |
add_blueprint_function |
Add a new empty function graph to an existing UBlueprint. |
| Tool | Purpose |
|---|---|
create_material_instance |
Create a UMaterialInstanceConstant asset with a parent material set. |
set_mi_parameter |
Override a scalar/vector/texture parameter on a material instance. Type discriminator picks value shape. |
inspect_material |
List parameter names declared by a UMaterial or UMaterialInstance (scalar/vector/texture/static-switch). |
inspect_material_instance |
Read a material instance's parent + currently-overridden parameter values. |
add_material_expression |
Create a UMaterialExpression node inside an existing UMaterial's graph, then recompile the material. |
connect_material_expression |
Wire an expression's output to a material property input (property:BaseColor) or another expression's input (node:<ExprName>:<InputName>), then recompile. |
| Tool | Purpose |
|---|---|
import_texture |
Bring an image file (PNG / JPG / EXR / TGA / BMP / HDR) from disk into the project as a UTexture2D asset via UE's canonical import path. |
configure_texture |
Adjust SRGB / compression / LOD group / filter on an existing texture asset. |
inspect_texture |
Texture class, surface dimensions, sRGB, compression, filter, LOD group, mip-gen, virtual-texture / never-stream flags, composite-texture cross-link. UTexture2D-specific size / mips / pixel format / imported source dimensions emitted conditionally. |
| Tool | Purpose |
|---|---|
inspect_sequence |
Read structure of a Level Sequence: tracks, sections, bindings, frame rate, playback range. |
create_sequence |
Create a new empty Level Sequence asset with a configured display rate and playback range. |
bind_actor_to_sequence |
Add a level actor as a possessable binding to a Level Sequence. |
| Tool | Purpose |
|---|---|
get_actors_in_level |
Name / class / transform of every actor; optional case-insensitive substring filter. |
spawn_actor |
Create an actor at a location with optional rotation, label, and initial properties. Class path supports built-ins and Blueprints. |
set_actor_transform |
Move / rotate / scale an existing actor by name. Absolute or relative mode. |
delete_actor |
Remove an actor by name. Force flag overrides children-attached safety check. |
set_actor_property |
Mutate any UPROPERTY on an actor. Supports primitives, FName/FText, vectors, rotators, colors, enums, and TSoftObjectPtr. |
add_component |
Attach a component (UActorComponent / USceneComponent subclass) to an existing actor at runtime, optionally socketed. |
duplicate_actor |
Clone an existing level actor (label or FName), optionally offset and relabel. Undoable (single Ctrl+Z). |
set_actor_folder |
Set an actor's World Outliner folder path (e.g. Lighting/Key); empty string moves it to the outliner root. Undoable. |
rename_actor |
Change an actor's World Outliner display label (SetActorLabel); the stable FName is unchanged. Undoable. |
focus_actor |
Select an actor by label and frame the viewport on it. |
load_level_by_path |
Open a level by package path. |
create_level |
Create a new empty level (UWorld) asset under /Game/ and open it as the active level. |
build_lighting |
Invoke a static-lighting build on the active editor world. Non-interactive; may take time on large levels. |
find_actors_by_class |
Filter the active level's actors by class. Composes get_actors_in_level and matches against the short class name. Bridge-side synthetic. |
bulk_focus_actors |
Frame the viewport on each actor in a sequence, optionally screenshotting each one. Composes focus_actor (+ get_viewport_screenshot) per name. Bridge-side synthetic. |
bulk_screenshot_actors |
Focus + screenshot each actor in a sequence. Composes screenshot_actor per name. Bridge-side synthetic. |
bulk_set_actor_property |
Apply many {actor, property, value} mutations in one call. Composes set_actor_property per assignment. Bridge-side synthetic. |
compare_assets |
Symmetric diff between two assets' inspect_asset outputs. Bridge-side synthetic. |
bulk_set_console_variables |
Set many CVars in one call with optional atomic rollback. Composes get_console_variable + set_console_variable. Bridge-side synthetic. |
inspect_dependency_graph |
BFS the asset dependency graph (down by default, optional bidirectional sweep). Composes inspect_asset recursively. Bridge-side synthetic. |
bulk_fix_redirectors |
Resolve redirectors across many content folders in one call. Composes fix_up_redirectors per folder. Bridge-side synthetic. |
| Tool | Purpose |
|---|---|
get_viewport_screenshot |
Active viewport as a base64 PNG, returned inline. |
take_high_res_screenshot |
Trigger UE's HighResShot console command. |
render_camera_to_png |
Force a synchronous render of the level-editor viewport (or an off-screen SceneCapture2D at arbitrary resolution) and write a PNG — works headless where deferred screenshots fail. |
| Tool | Purpose |
|---|---|
get_log_lines |
Read recent UE Output Log entries from the in-process ring buffer. Filter by category and minimum verbosity. |
execute_console_command |
Run a UE console command (e.g. stat fps, r.ScreenPercentage 50) and capture its output. |
get_console_variable |
Read a single console variable's current value. |
set_console_variable |
Write a value to a console variable. |
find_console_variables |
Enumerate console variables matching a name pattern. |
| Tool | Purpose |
|---|---|
start_sleep_task |
Reference long-running task — sleeps for N seconds. Used to exercise the task pattern from clients. |
poll_task |
Read a task's current state / result. |
cancel_task |
Cancel an in-flight task by id. |
list_tasks |
Enumerate all tracked tasks and their states. |
| Tool | Purpose |
|---|---|
poll_events |
Drain queued editor events (actor spawn/delete, asset add/remove/rename/import, level save, map change) from the in-process EventBus. |
wait_for_events |
Bridge-side synthetic tool — block until matching events arrive or timeout_ms elapses, by polling poll_events at poll_interval_ms cadence. |
register_subscription |
Open a per-client subscription channel for a filtered event stream. |
poll_subscription |
Drain queued events from a specific subscription. |
unsubscribe |
Close a subscription. |
| Tool | Purpose |
|---|---|
inspect_sound_cue |
USoundCue duration, multipliers, attenuation cross-link, root sound-node class, full graph node list (sorted, with class taxonomy). |
inspect_sound_wave |
USoundWave sample rate, channels, frame count, duration, compression type + runtime format + compressed-data size, sound group, looping/streaming flags, loading behavior, subtitle + cue-point + loop-region counts. Editor-only LUFS / sample-peak / comment fields conditional. |
inspect_sound_attenuation |
USoundAttenuation 3D-playback rules: distance algorithm + shape, spatialization, air-absorption LPF/HPF, listener focus, occlusion tracing, reverb send, priority attenuation, plus assorted feature flags. Each major feature is gated by its master bitfield; sub-objects collapse to {enabled: false} when disabled. |
| Tool | Purpose |
|---|---|
get_camera_transform |
Read the level-editor viewport camera's location + rotation. Composes execute_unreal_python + get_log_lines via the marker pattern. |
set_camera_transform |
Set the level-editor viewport camera's location and/or rotation. Single execute_unreal_python round-trip. |
screenshot_actor |
Frame the viewport on a specific actor and capture a focused PNG. Composes focus_actor + get_viewport_screenshot. |
| Tool | Purpose |
|---|---|
undo_transaction |
Step the editor undo stack backward — the programmatic Ctrl+Z. Each mutating MCP edit (spawn/delete/transform/property/component) is one transaction, so this reverts the last such edit (or the last N via count). |
redo_transaction |
Step the editor undo stack forward — the programmatic Ctrl+Y. Re-applies transactions previously reverted by undo_transaction (or Ctrl+Z), up to count steps. |
| Tool | Purpose |
|---|---|
list_tools |
Names of every registered method (for autodiscovery). |
Adding the next C++ handler is one .cpp file plus one line of registration — see docs/ARCHITECTURE.md. New synthetic tools are an entry in SYNTHETIC_TOOLS plus a function in bridge/unreal_ai_connection_bridge.py.
UnrealAIConnection/ into <YourProject>/Plugins/.<YourProject>.uproject → Generate Visual Studio project files.127.0.0.1:18888. Look for these lines in the Output Log:[LogUnrealAIConnection] Module started
LogUCMCPHandler: Registered handler 'execute_unreal_python'
... (85 more handler lines)
[LogUCMCP] Listening on 127.0.0.1:18888
examples/.mcp.json.example to your project root as .mcp.json, edit the path to point at bridge/unreal_ai_connection_bridge.py, restart your client, and approve the new MCP server. Same bridge works with Claude Code, Claude Desktop, Cursor, Codex CLI, Windsurf, Continue, Cline, Zed, Gemini CLI, and VS Code Copilot — see docs/setup/ for per-client copy-paste recipes.See docs/INSTALLATION.md — step-by-step, screenshot-first.
The smoke test fires every default-on tool from a plain Python TCP client (not through Claude Code) — a fast way to confirm the plugin loaded and the server is alive:
python examples/smoke_test.py
You'll see structured JSON output for every default-on step (eleven banner-headed sections, plus a few unbannered checks for the asset registry, sequencer and materials handlers — the last two skip with a print if your project has no Level Sequences or Materials in /Game/). Last line: "Smoke test complete."
UnrealAIConnection/ The Unreal Engine plugin (drop into <Project>/Plugins/)
Source/UnrealAIConnection/ C++ editor module
Resources/ MCP manifest JSON
UnrealAIConnection.uplugin Plugin manifest
bridge/
unreal_ai_connection_bridge.py Python stdio ↔ TCP bridge for any MCP client
examples/
smoke_test.py Connects to the live server, fires the safe tools
.mcp.json.example Template Claude Code MCP config
docs/
INSTALLATION.md Step-by-step install for a UE 5.7 project
TOOLS.md What each tool does + JSON examples
ARCHITECTURE.md How the pieces fit + UE 5.7 API gotchas
skills/
driving-unreal/ Bundled know-how skill — which tools to chain for common UE workflows (auto-discovered by MCP clients)
tests/ Pytest suite for the bridge (no UE required)
.github/workflows/ CI runs the bridge tests on every push & PR
| Latest release | v0.9.1 — 2026-05-23 (plus v0.9.1-ue5.6 prebuilt 5.6 binaries — 2026-05-25) |
| Tools | 121 live — 86 native C++ handlers (one MCP method per Handler_*.cpp) plus 35 bridge-side synthetic tools (Python-only composition over existing handlers; never crosses the TCP wire as a dedicated round-trip). See docs/TOOLS.md for the per-tool reference. |
| Tested on | UE 5.7.4 / Windows 11 / Visual Studio Build Tools 2022 / MSVC 14.44 / NETFXSDK 4.8.1 |
| Build status | Plugin compiles + loads against UE 5.7.4 host on Windows 11; 86 handlers register, TCP server binds 127.0.0.1:18888, bridge round-trip via tools/call list_tools returns full registry. |
| Bridge tests | 546 pytest cases, ~99% coverage |
| CI | GitHub Actions on every push and PR |
| Development workflow | Multi-agent ensemble — Opus orchestrates, Codex authors C++, Sonnet handles Python + recon, NVIDIA cloud + local OSS LLMs run pre-PR diff review, Copilot CLI gives a second opinion, Gemini auto-review fires on every PR open. No single model gates a merge. |
One in-flight item is stated plainly here so nothing is oversold:
YourProject/Plugins/. Load note: enable the engine's DMXEngine + DMXProtocol plugins (the DMX handlers link against them) or the module fails to load.Issues and PRs welcome. Two house rules:
Handler_*.cpp file in Source/UnrealAIConnection/Private/MCP/Handlers/, plus one extern declaration and one Reg.Register(Make_Handler_*()) line in UnrealAIConnectionModule.cpp. Don't grow the foundation — add handlers.Bridge unit tests run without UE in under a second:
pip install pytest pytest-cov
pytest tests/
CI runs the same suite on every push and PR (see .github/workflows/tests.yml). The live integration smoke test in examples/smoke_test.py requires a running UE editor — see tests/README.md.
MIT — see LICENSE. © 2026 HD Media (Kuwait).
Run in your terminal:
claude mcp add unreal-ai-connection -- npx Security
Low riskAutomated heuristic from public metadata — not a security guarantee.