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UnrealMCP — Native MCP for Unreal Engine 5.7

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Agent-MCP-Engine data protocol and execution path

UnrealMCP is a Win64 editor plugin that embeds a Streamable HTTP MCP server in Unreal Engine 5.7. Codex and other local MCP clients can inspect and control the open editor through one tool: unreal.

  • Default endpoint: http://127.0.0.1:18777/mcp

  • Runs UObject, Unreal Python, console, and Blueprint graph operations on the Game Thread

  • Requires no gateway, Node.js, npm, or separate runtime service

  • Requires Unreal Editor to remain open with the target project loaded

Install

  1. Download UnrealMCP-...-UE5.7-Win64-GitHub.zip from GitHub Releases. Do not use GitHub's automatic Source code archives.

  2. Close Unreal Editor. Extract the ZIP beside the project's .uproject file so the plugin is installed at Plugins/ModelContextProtocol.

  3. When upgrading, replace that directory completely. For versions 0.3.x and earlier, also remove the legacy Plugins/UnrealMCP directory.

  4. In Edit → Plugins, enable MCP for Unreal Editor and Python Editor Script Plugin, then restart Unreal Editor.

  5. Add the server to Codex:

    codex mcp add unreal --url http://127.0.0.1:18777/mcp

    Or add it to the trusted project's .codex/config.toml:

    [mcp_servers.unreal]
    url = "http://127.0.0.1:18777/mcp"
    tool_timeout_sec = 3600
  6. Restart or reconnect Codex, then call:

    { "action": "health" }

A ready server reports ok: true, is_game_thread: true, and python_loaded: true.

If you enable the plugin directly in .uproject, include "SupportedTargetPlatforms": ["Win64"] in its plugin entry.

Related MCP server: unreal-engine-mcp

Configuration

The server listens on 127.0.0.1:18777 by default. To run multiple Unreal projects at once, assign each project a different port under Edit → Project Settings → Plugins → MCP for Unreal Editor, restart Unreal Editor, and update the matching MCP URL.

UE_MCP_PORT can temporarily override the project setting when set before Unreal Editor starts.

Use

The server exposes one MCP tool named unreal with four actions:

Action

Purpose

health

Check server, engine, Python, thread, and endpoint status.

discover

Find supported workflows, UE APIs, and plugin mount status.

execute

Run ordered Python, console, Blueprint graph, or wait commands.

task

Get, list, or cancel asynchronous work.

Discover a workflow before choosing UE APIs:

{
  "action": "discover",
  "query": "create and compile a blueprint",
  "limit": 5
}

Run an ordered batch:

{
  "action": "execute",
  "run": "sync",
  "transaction": true,
  "commands": [
    {
      "kind": "python",
      "mode": "eval",
      "code": "unreal.SystemLibrary.get_engine_version()"
    },
    {
      "kind": "console",
      "command": "stat fps"
    }
  ]
}

For long-running batches, use "run": "async" and query the returned task_id:

{ "action": "task", "command": "get", "task_id": "<uuid>" }

Use Python and BlueprintEditorLibrary for Blueprint assets, variables, components, and class defaults. Use kind: "blueprint_graph" for visible K2 nodes and connections; start with operation: "inspect" to obtain stable node and pin references. Timeline/track authoring is not currently supported.

Wait commands require async mode and never block the Game Thread. Transactions create Undo entries but are not atomic; failures, timeouts, and cancellation do not automatically roll back earlier changes.

Extend project capabilities

Package project-specific operations as Python functions under Content/Python. When native code is required, expose the C++ API to Unreal Python with UFUNCTION. Tell the agent which module, function, and arguments to call; it will run them through the unreal tool's Python command, for example: import project_tools; project_tools.build_level().

This extends MCP capabilities without modifying the plugin or adding tools. Prefer narrowly scoped project APIs with stable parameters and safe repeat behavior.

For direct diagnostics from Git Bash:

scripts/unreal-mcp.sh '{"action":"health"}'
scripts/unreal-mcp.sh --list

Build from source

From Git Bash on Windows:

scripts/build-plugin.sh --engine-root 'C:/Program Files/Epic Games/UE_5.7'

The packaged plugin is written under artifacts/. Use --output PATH to choose a new output directory.

More detail

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections. Dates show when Glama detected each change.

No tool schema history has been recorded yet.

Maintenance

ActivityMaintained
ResponsivenessNo issues

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