Independent by design · no pay-to-rank placements  · How we evaluate tools →
Anclum Submit
D

db-lyon/ue-mcp

Complete Unreal Engine development toolkit exposed as MCP tools

Before you install: no copy-paste command · license MIT · link reachable

First step: npx ue-mcp init

SECURITY.md ✓
View on GitHub ↗Link checked 2026-11-12 · HTTP 200 · opens the vendor's own site
Install & config
Client config (built from the install command this repo gives)
{
  "mcpServers": {
    "db-lyon-ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp"]
    }
  }
}

Parsed from the README we fetched on 2026-10-26; we have not executed it.

command/args come from the install command the repository states. When it is ambiguous, the project README wins.
VS Code (.vscode/mcp.json - the key is servers)
{
  "servers": {
    "db-lyon-ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp"]
    }
  }
}
Same server, but VS Code keeps it under <code>servers</code>.
Claude Code (command line)
claude mcp add --transport stdio db-lyon-ue-mcp -- npx ue-mcp
Claude Code does not read a config file; add the server with this command.
Key names differ by client: Clients & CLI
Star count
497 ★ · db-lyon/ue-mcp · read from the GitHub search API · (checked 2026-11-13 20:00:50)
Source
read directly from its GitHub page · type: open-source project
Harvest history
first seen 2026-10-23 · last seen 2026-11-14 · seen 26× · listed by 1 sources
Score
score 104 · 497 ★ · 1 sources · repo
Install
npx ue-mcp
FAQ (answers come from our records)
How do I install it?
The repository provides this install command: npx ue-mcp. It comes from the repository itself; we cannot guarantee it runs as-is in your client.
Who is it for?
We filed it under these tags: 开源项目. The tags come from the entry itself, not a taxonomy we imposed.
Who maintains it?
repository db-lyon/ue-mcp;first catalogued 2026-10-23;last seen 2026-11-14。There is no official certification or quality rating here — we record sources and dates only.

# UE-MCP

以下摘录自该仓库的 README(片段) · 在 GitHub 读完整 README →

Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 30 category tools covering 2108+ actions, plus a YAML flow engine for multi-step workflows and an npm plugin system for extending the surface.
That total is 1278+ actions of ue-mcp's own plus Epic's entire native AI Toolset Registry: on UE 5.8+ its 830 official Unreal tools are called in-process and surfaced as epic actions in the matching category, Sequencer in animation, PCG in pcg, static meshes in asset.
mermaid
flowchart LR
AI[AI Assistant] -->|stdio| MCP[MCP Server TypeScript / Node.js]
MCP -->|WebSocket JSON-RPC| Plugin[C++ Bridge Plugin inside Unreal Editor]
Plugin -->|UE API| Editor[Editor Subsystems]
MCP -->|direct fs| FS[Config INI C++ Headers Asset Listing]
Blueprints, materials, levels, actors, animation, VFX, landscape, PCG, foliage, audio, UI, physics, navigation, AI, StateTree, GAS, networking, sequencer, build pipeline - all programmable through natural language.
Filesystem reads (INI config, C++ headers, asset listing) work with the editor closed, so an agent can explore the project before anything is running.
## Quick Start
bash
npx ue-mcp init
The interactive setup will:
1. Find your .uproject (auto-detects in current directory)
2. Let you choose which tool categories to enable
3. Deploy the C++ bridge plugin to your project
4. Enable required UE plugins (Niagara, PCG, GAS, etc.)
5. Detect and configure your MCP client (Claude Code, Claude Desktop, Cursor, Codex)
Restart the editor once after setup to load the bridge plugin. To update later, run npx ue-mcp update from the project directory. It updates the npm package, redeploys the C++ plugin and rebuilds it.
Then talk to your AI in plain English:
"Check the UE-MCP connection and tell me what's in the current level."
"Place a point light 300 units above the player start, intensity 5000, warm white."
"Create an emissive material that pulses, and apply it to every cube in the level."
"Build the project in Development and report any compile errors."
### If it doesn't connect
bash
npx ue-mcp doctor
Documentation lives at https://ue-mcp.com/docs/, one page per file in docs/, published automatically on release. Link there rather than to a file in this repository.
Most first-run failures are one of three things: the editor hasn't been restarted since init, the bridge plugin failed to compile (check the editor's Output Log for UEMCPBridge), or the editor is open on a different project than the one configured. See Troubleshooting.
### Manual Configuration
If you prefer to configure manually, add to your MCP client config:
json
"mcpServers": {
"ue-mcp": {
"command": "npx",
"args": ["-y", "--min-release-age=0", "ue-mcp@latest", "C:/path/to/MyGame.uproject"]
## See It Work
UE-MCP ships a built-in 19-step demo that builds a complete procedural scene - landscape, PCG scatter, Niagara VFX, materials, lighting, and a playable blueprint - entirely through the bridge:
demo(action="step", stepIndex=1) ... through 19
demo(action="cleanup") restores the level
Nothing is pre-authored. Every asset in the scene is created by the agent at runtime. Full walkthrough: Neon Shrine Demo.
Listed badge (optional)
Copy this line into the README if you want the listing mark. Optional, and it does not affect being listed.
[![Listed on Anclum](https://anclum.com/badge/listed.svg)](https://anclum.com/en/s/db-lyon-ue-mcp/)
Source
github · https://github.com/db-lyon/ue-mcp
Browse by field
Open source
Traction
497 ★
added
today
Security policy
the repository has SECURITY.md at its root (we checked that the file exists, not what it says)

More like this

All 1,671 →

Filed under

Every tag opens the full list for that filter. Counts are the live catalogue figures.

Browse all fields →

← Back to index