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db-lyon/ue-mcp

Complete Unreal Engine development toolkit exposed as MCP tools

装之前:没有可直接复制的命令 · 许可证 MIT · 链接可访问

第一步:npx ue-mcp init

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
安装与配置
客户端配置(取自该仓库的安装命令)
{
  "mcpServers": {
    "db-lyon-ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp"]
    }
  }
}

解析自我们于 2026-10-26 抓取的该仓库 README;我们未执行过。

command/args 来自仓库写明的安装命令;不确定时请以该项目 README 为准。
VS Code(.vscode/mcp.json —— 键名是 servers)
{
  "servers": {
    "db-lyon-ue-mcp": {
      "command": "npx",
      "args": ["ue-mcp"]
    }
  }
}
VS Code 顶层键是 <code>servers</code>,其余与上面那份相同。
Claude Code(命令行)
claude mcp add --transport stdio db-lyon-ue-mcp -- npx ue-mcp
Claude Code 不收 JSON 文件,用这条命令直接加。
配置项的键名以你的客户端为准:客户端与 CLI
★ 数取值
497 ★ · db-lyon/ue-mcp · 取自 GitHub 搜索 API · (2026-11-13 20:00:50 核对)
来源明细
从该仓库的 GitHub 页面直接读取 · 条目类型:开源项目
收录与活跃
收录于 2026-10-23 · 最近见到 2026-11-14 · 共见到 26 次 · 被 1 个来源列出
评分构成
综合分 104 · 497 ★ · 1 个来源 · repo
安装
npx ue-mcp
常见问题(答案都来自我们的记录)
怎么安装?
该仓库给出的安装命令是 npx ue-mcp。我们的记录里它是仓库自己提供的;不保证在你的客户端上直接可用。
它适合谁 / 用来做什么?
我们把它归在这些标签下: 开源项目。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 db-lyon/ue-mcp;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。

# 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.
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。
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来源
github · https://github.com/db-lyon/ue-mcp
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该仓库根目录有 SECURITY.md(我们只核文件存在,未核内容)

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