C
CarlxsMG/UEAgent
MCP server for Unreal Engine 5, built into the editor. AI agents like Claude Code, Cursor and Codex create and edit Blueprints, materials, levels, Niagara, animation, UMG, PCG, Sequencer, GAS and Behavior Trees, with every change checked and read back.
SECURITY.md ✓
在 GitHub 查看 ↗链接已于 2026-11-12 核查 · HTTP 200 · 打开的是厂商自己的官网
我们没有从该仓库取到可核对的安装命令,也没有公开的远端端点。这两样都没有时,我们不出配置——编一条出来比不给更糟。 各客户端的接法 →
- ★ 数取值
- 6 ★ · CarlxsMG/UEAgent · 取自 GitHub 搜索 API · (2026-11-13 20:00:50 核对)
- 来源明细
- 收录自 punkpeye/awesome-mcp-servers 榜单(我们从中收集的条目之一) · 条目类型:MCP 服务
- 收录与活跃
- 收录于 2026-10-23 · 最近见到 2026-11-14 · 共见到 26 次 · 被 23 个来源列出
- 评分构成
- 综合分 2,300 · 6 ★ · 23 个来源 · mcp
常见问题(答案都来自我们的记录)
它适合谁 / 用来做什么?
我们把它归在这些标签下: MCP 服务。标签来自条目自身,不是我们强加的分类。
谁维护它、还在更新吗?
仓库
CarlxsMG/UEAgent;我们收录于 2026-10-23;最近见到 2026-11-14。这里没有"官方认证"或"质量评级"——我们只记录来源与时间。UEAgent
以下摘录自该仓库的 README(片段) · 在 GitHub 读完整 README →
The MCP server for Unreal Engine 5, built into the editor.
More than 1,500 tools that let Claude Code, Cursor or any MCP client build in Unreal,
with every change checked before it runs and read back after.
English · Español
UEAgent is an Unreal Engine 5.7 and 5.8 editor plugin that lets AI agents operate the editor through the
Model Context Protocol. The plugin is the server: it serves
Streamable HTTP from inside the editor, with no Python or Node process in between.
## Why UEAgent
The whole engine, not a demo. Blueprints and their graphs, materials, animation (AnimBP,
montages, IK, Pose Search), Niagara, landscapes and foliage, World Partition, PCG, Sequencer,
UMG/CommonUI/MVVM, GAS, AI (Behavior Trees, StateTree, EQS, Smart Objects), audio and MetaSounds,
USD and Interchange, PIE control and inspection: see the tool reference.
Verified, not assumed. An editor call that answers success: true proves nothing, so every
call goes through a contract:
preconditions refuse the calls known to crash or freeze the editor, and say what to do instead;
readback re-reads the state after the call, and reports as failed a write that did not stick,
a zero that proves nothing or a change that landed in the wrong PIE world.
Safe with your content. Every tool call is one undo step, named after the tool, so Ctrl+Z
reverts it. Vendored libraries listed as Read Only Content Roots cannot be saved, renamed,
moved or deleted by any tool, and calls that are unreliable while Play-in-Editor runs are refused
while it runs.
Built for real sessions. Several agents can share one editor: protocol work runs on network
threads, and every tool call runs on the game thread through one queue. The Activity panel
(status bar > MCP > Activity) lists each call with its duration and outcome.
mermaid
flowchart LR
A["AI agent Claude Code, Cursor, ..."] -- "MCP over HTTP" --> P
subgraph E["Unreal Editor + UEAgent"]
P["Preconditions refuse known crashes"] --> H["Tool 1,500+ of them"] --> R["Readback re-read the state"]
end
R -- "verified result" --> A
How a server inside the editor differs from one outside it, and the questions to ask any MCP server
for Unreal: Choosing an MCP server.
## Quick start
Let your agent do it. Open Claude Code, Cursor, Codex or another agent in your project's folder and
paste:
Install the UEAgent plugin in this Unreal Engine project and connect yourself to it, following https://raw.githubusercontent.com/CarlxsMG/UEAgent/main/llms-install.md
It does the steps below, checks the download's SHA-256 and asks before it changes anything; you reload
its MCP servers at the end. See llms-install.md. Or by hand:
1. Install. Download the latest UEAgent--UE5.8-Win64.zip (or -UE5.7-, for your engine) from
Releases and unzip it into
/Plugins/, or build it from source.
2. Open the project. The status bar shows MCP · 55561 with a green dot once the server is up
(if it does not, see Troubleshooting).
3. Connect an agent. From that status-bar menu, Connect Claude Code to this project writes the
unreal entry of your project's .mcp.json, and Connect another client does the same for
Cursor, VS Code, Antigravity CLI and OpenCode (and copies the command for Codex). Or, for yourself
More than 1,500 tools that let Claude Code, Cursor or any MCP client build in Unreal,
with every change checked before it runs and read back after.
English · Español
UEAgent is an Unreal Engine 5.7 and 5.8 editor plugin that lets AI agents operate the editor through the
Model Context Protocol. The plugin is the server: it serves
Streamable HTTP from inside the editor, with no Python or Node process in between.
## Why UEAgent
The whole engine, not a demo. Blueprints and their graphs, materials, animation (AnimBP,
montages, IK, Pose Search), Niagara, landscapes and foliage, World Partition, PCG, Sequencer,
UMG/CommonUI/MVVM, GAS, AI (Behavior Trees, StateTree, EQS, Smart Objects), audio and MetaSounds,
USD and Interchange, PIE control and inspection: see the tool reference.
Verified, not assumed. An editor call that answers success: true proves nothing, so every
call goes through a contract:
preconditions refuse the calls known to crash or freeze the editor, and say what to do instead;
readback re-reads the state after the call, and reports as failed a write that did not stick,
a zero that proves nothing or a change that landed in the wrong PIE world.
Safe with your content. Every tool call is one undo step, named after the tool, so Ctrl+Z
reverts it. Vendored libraries listed as Read Only Content Roots cannot be saved, renamed,
moved or deleted by any tool, and calls that are unreliable while Play-in-Editor runs are refused
while it runs.
Built for real sessions. Several agents can share one editor: protocol work runs on network
threads, and every tool call runs on the game thread through one queue. The Activity panel
(status bar > MCP > Activity) lists each call with its duration and outcome.
mermaid
flowchart LR
A["AI agent Claude Code, Cursor, ..."] -- "MCP over HTTP" --> P
subgraph E["Unreal Editor + UEAgent"]
P["Preconditions refuse known crashes"] --> H["Tool 1,500+ of them"] --> R["Readback re-read the state"]
end
R -- "verified result" --> A
How a server inside the editor differs from one outside it, and the questions to ask any MCP server
for Unreal: Choosing an MCP server.
## Quick start
Let your agent do it. Open Claude Code, Cursor, Codex or another agent in your project's folder and
paste:
Install the UEAgent plugin in this Unreal Engine project and connect yourself to it, following https://raw.githubusercontent.com/CarlxsMG/UEAgent/main/llms-install.md
It does the steps below, checks the download's SHA-256 and asks before it changes anything; you reload
its MCP servers at the end. See llms-install.md. Or by hand:
1. Install. Download the latest UEAgent--UE5.8-Win64.zip (or -UE5.7-, for your engine) from
Releases and unzip it into
/Plugins/, or build it from source.
2. Open the project. The status bar shows MCP · 55561 with a green dot once the server is up
(if it does not, see Troubleshooting).
3. Connect an agent. From that status-bar menu, Connect Claude Code to this project writes the
unreal entry of your project's .mcp.json, and Connect another client does the same for
Cursor, VS Code, Antigravity CLI and OpenCode (and copies the command for Codex). Or, for yourself
收录徽章(可选)
想把收录标记放进 README 就复制这行,可选,不影响收录。
[](https://anclum.com/zh/s/carlxsmg-ueagent/)
- 来源
- awesome · https://github.com/CarlxsMG/UEAgent
- 按领域浏览
- MCP 服务
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- 6 ★
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SECURITY.md(我们只核文件存在,未核内容)
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