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IvanMurzak/Unreal-MCP

IvanMurzak/Unreal-MCP

Unreal Engine 5.7 editor and runtime for AI agents
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Source
collected from the abordage/awesome-mcp list · type: MCP server
Harvest history
first seen 2026-10-14 · last seen 2026-10-16 · seen 4× · listed by 3 sources
Score
score 303 · 3 sources · mcp
FAQ (answers come from our records)
How do I install it?
We did not find an install command for this repository (our install coverage is only about 4%). Check its README or releases page.
Who is it for?
We filed it under these tags: MCP 服务. The tags come from the entry itself, not a taxonomy we imposed.
Who maintains it?
first catalogued 2026-10-14;last seen 2026-10-16。There is no official certification or quality rating here — we record sources and dates only.
Third-party quality signals

✨ AI Game Developer — Unreal MCP

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

  
  
  
  
  
  
  
  
  
  
  
Unreal MCP is an AI-powered game development assistant **for the Unreal Editor**. Connect **Claude**, **Cursor**, **Copilot**, or any MCP-aware agent to Unreal Engine and let it inspect and drive your project — spawn actors, edit levels, author Blueprints, manage assets, edit and compile C++, capture screenshots, and more.
Unreal-MCP is the Unreal Engine counterpart of Unity-MCP and Godot-MCP: a **C++ editor plugin** that exposes Unreal Editor operations as **AI Tools** and connects them to an MCP server through the same hosted cloud backend (ai-game.dev) that powers Unity-MCP and Godot-MCP — or your own self-hosted server. The local server is the shared, engine-agnostic GameDev-MCP-Server (binary gamedev-mcp-server) — one server consumed by Unity-MCP, Godot-MCP, and Unreal-MCP; no server source lives in this repo.
Unlike Unity and Godot (C# engines that host the .NET McpPlugin in-process), Unreal's editor is **C++** — so the .NET MCP host runs as an auto-managed **sidecar process** (unreal-mcp-bridge) that the plugin spawns and talks to over a localhost IPC channel. The full design lives in docs/ARCHITECTURE.md (see the §0 system-overview diagram).
> **Status: beta.** The plugin, the .NET sidecar, the unreal-mcp-cli, the AI Game Developer editor UI, and **61 built-in tools across 7 families** (plus 3 system tools) have shipped and are exercised by CI. The unreal-mcp-cli is **published on npm** — install the plugin with it (Option B below); the Fab / Epic Marketplace listing for the precompiled plugin is coming soon (Option A). Pixel-capture (screenshot) tools need a GPU-backed editor; everything else runs headless.
> **💬 Join our Discord Server** — Ask questions, showcase your work, and connect with other developers!
- ✔️ **AI agents** — Use the best agents from **Anthropic**, **OpenAI**, **Google**, or any other provider with no vendor lock-in
- ✔️ **61 built-in Tools** — A wide range of MCP Tools across **7 families** for operating the Unreal Editor
- ✔️ **Blueprint authoring** — Create, edit, and **compile** Blueprints with a structured error/warning feedback loop the AI can act on
- ✔️ **C++ edit & compile** — Read, scaffold, and edit project C++, then compile (Live Coding or UBT) with a structured error report
- ✔️ **Visual feedback** — Capture viewport, game-view, camera, and isolated-actor screenshots the LLM can inspect directly
- ✔️ **Custom Tools, Prompts & Resources** — Register **your own** AI Tools, prompt templates, and resources from any UE plugin with **no fork** — one public, modular-feature contract (Customize Tools, Prompts & Resources)
- ✔️ **Cloud or self-hosted** — Connect to ai-game.dev out of the box, or point at your own GameDev-MCP-Server
- ✔️ **Per-tool enable / disable** — Flip any tool on or off from the **MCP Tools** window; the toggle is enforced at the execution boundary, not just hidden
Table of contents
> First-party extensions now use independent component releases and an online CLI index.
> See the monorepo test/release guide; it supersedes legacy per-repository release instructions below.
- Requirements
- Install
- Updating the plugin
- First run
- Tools — all 7 families, 61 tools (+ 3 system tools)
- Per-tool enable / disable
- unreal-mcp-cli
- Customize Tools, Prompts & Resources
- Runtime usage (in-game)
- Editor-only — exclude Unreal-MCP from packaged games
- Configuration & environment variables
- Troubleshooting
- How Unreal MCP Architecture Works
- Repo layout
- Links
- License
Requirements
- **Unreal Engine 5.5+** (developed and CI-tested against **5.7**, and verified to build & run on **5.8**). The plugin deliberately ships **no EngineVersion pin** — UE treats that field as an exact-build match, not a floor, and would refuse to load on newer engines.
- **.NET 9 SDK** to build the bridge sidecar **from source**. (End users of a packaged release do NOT need it — the self-contained sidecar is bundled inside the plugin and auto-spawned, ARCHITECTURE §6. The local MCP server is downloaded as a prebuilt GameDev-MCP-Server release binary, never built here.)
- **Node.js** ^20.19.0 || >=22.12.0 for the optional unreal-mcp-cli.
- A **C++ Unreal project** (the plugin builds an Editor module, so the host project must be able to compile C++).
Install
There are three ways to install the plugin, in order of preference. **Fab / Epic Marketplace is the recommended channel for end users** — it ships precompiled, per-engine binaries and the Epic Games Launcher keeps them up to date automatically, so there is **zero compile and zero stale-build risk**. Source / unreal-mcp-cli installs remain the current path for developers and early adopters until the Fab listing goes live.
Source
awesome · https://github.com/IvanMurzak/Unreal-MCP
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