Alex Kissi Jr/UnrealMCP
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Alex Kissi Jr/UnrealMCP
Server Summary
Scene manipulation
Automation of tasks in Unreal Engine
Integration of external AI systems
Programmatic control of Unreal Engine
I'm working on adding more tools now and cleaning up the codebase, I plan to allow for easy tool extension outside the main plugin
This is very much a work in progress, and I need to clean up a lot of stuff!!!!!
Also, I only use windows, so I don't know how this would be setup for mac/unix
UnrealMCP is an Unofficial Unreal Engine plugin designed to control Unreal Engine with AI tools. It implements a Machine Control Protocol (MCP) within Unreal Engine, allowing external AI systems to interact with and manipulate the Unreal environment programmatically.
I only just learned about MCP a few days ago, so I'm not that familiar with it, I'm still learning so things might be initially pretty rough. I've implemented this using https://github.com/ahujasid/blender-mcp as a reference, which relies on Claude for Desktop. It now works with both Claude for Desktop and Cursor. If you experiment with other models, please let me know!
This plugin allows AI agents to directly modify your Unreal Engine project. While it can be a powerful tool, it also comes with risks:
IMPORTANT SAFETY MEASURES:
By using this plugin, you acknowledge that:
These are what I have in mind for development as of 3/14/2025 I'm not sure what's possible yet, in theory anything, but it depends on how good the integrated LLM is at utilizing these tools.
If you want to use UnrealMCP with Cursor, follow these simple steps:
setup_cursor_mcp.bat
in the MCP folderThat's it! The setup script will automatically configure everything needed for Cursor integration.
setup_unreal_mcp.bat
script in the MCP folder (see MCP/README_MCP_SETUP.md
for details)You will need to find your installation directory for Claude for Desktop. Find claude_desktop_config.json and add an entry and make it look like so:
Windows: %APPDATA%\Claude\claude_desktop_config.json
{
"mcpServers": {
"unreal": {
"command": "C:/path/to/your/project/Plugins/UnrealMCP/MCP/run_unreal_mcp.bat",
"args": []
}
}
}
Alternatively the unreal_mcp_setup.bat script should do this for you.
To find the path to your claude for desktop install you can go into settings and click 'Edit Config' This is usually in
C:\Users\USERNAME\AppData\Roaming\Claude
Cursor should be automatically configured if you've run the setup script with the Cursor option. If you need to manually configure it:
Windows: %APPDATA%\Cursor\User\settings.json
Add or update the settings with:
{
"mcp": {
"enabled": true,
"servers": {
"unreal": {
"command": "C:/path/to/your/project/Plugins/UnrealMCP/MCP/run_unreal_mcp.bat",
"args": []
}
}
}
}
Once everything is setup you need to launch the unreal editor. Note: Nothing else has to be started or set up to run the mcp bridge, it will run when needed.
Open Claude for Desktop or Cursor, ensure that the tools have successfully enabled, ask your AI assistant to work in Unreal.
Here are some example prompts to try:
Once the plugin is enabled, you'll find MCP controls in the editor toolbar button.
The TCP server can be started/stopped from here. Check the output log under log filter LogMCP for extra information.
Once the server is confirmed up and running from the editor. Open Claude for Desktop, ensure that the tools have successfully enabled, ask Claude to work in unreal.
Currently only basic operations are supported, creating objects, modfiying their transforms, getting scene info, and running python scripts. Claude makes a lot of errors with unreal python as I believe there aren't a ton of examples for it, but let it run and it will usually figure things out. I would really like to improve this aspect of how it works but it's low hanging fruit for adding functionality into unreal.
Use the provided Python scripts in the MCP
directory to connect to and control your Unreal Engine instance:
from unreal_mcp_client import UnrealMCPClient
# Connect to the Unreal MCP server
client = UnrealMCPClient("localhost", 13377)
# Example: Create a cube in the scene
client.create_object(
class_name="StaticMeshActor",
asset_path="/Engine/BasicShapes/Cube.Cube",
location=(0, 0, 100),
rotation=(0, 0, 0),
scale=(1, 1, 1),
name="MCP_Cube"
)
The plugin supports various commands for scene manipulation:
get_scene_info
: Retrieve information about the current scenecreate_object
: Spawn a new object in the scenedelete_object
: Remove an object from the scenemodify_object
: Change properties of an existing objectexecute_python
: Run Python commands in Unreal's Python environmentRefer to the documentation in the Docs
directory for a complete command reference.
Source/UnrealMCP/
: Core plugin implementation
Private/
: Internal implementation filesPublic/
: Public header filesContent/
: Plugin assetsMCP/
: Python client scripts and examplesResources/
: Icons and other resourcesMIT License
Copyright (c) 2025 kvick
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
@sidahuj for the inspriation
Contributions are welcome, but I will need some time to wrap my head around things and cleanup first, lol