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@runreal/unreal-mcp

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MCP server for Unreal Engine using Unreal Python Remote Execution

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# unreal-mcp > MCP server for Unreal Engine that uses Unreal Python Remote Execution ![hero](https://github.com/runreal/unreal-mcp/raw/refs/heads/main/hero.png) ![gif](https://github.com/runreal/unreal-mcp/raw/refs/heads/main/mcp.gif) <p align="center"> <a href="https://x.com/runreal_dev">Twitter</a> · <a href="https://discord.gg/6ZhWVU5W47">Discord</a> </p> <div align="center"> <a href="LICENSE"><img alt="license" src="https://img.shields.io/badge/LICENSE-MIT-GREEN?style=flat-square"></a> </div> ## Differences This server does not require installing a new UE plugin as it uses the built-in Python remote execution protocol. Adding new tools/features is much faster to develop since it does not require any C++ code. It can support the full [Unreal Engine Python API](https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api) ## Note - This is not an official Unreal Engine project. - Your AI agents or tools will have full access to your Editor. - Review any changes your Client suggests before you approve them. ## Installation #### Requirements - Unreal Engine 5.4+ (verified, may work with earlier versions) - Node.js with npx - MCP Client (Claude, Cursor, etc.) 1. Setting up your Editor: - Open your Unreal Engine project - Go to `Edit` -> `Plugins` - Search for "Python Editor Script Plugin" and enable it - Restart the editor if prompted - Go to `Edit` -> `Project Settings` - Search for "Python" and enable the "Enable Remote Execution" option ![enable plugin](https://github.com/runreal/unreal-mcp/raw/refs/heads/main/img1.png) ![enable remote execution](https://github.com/runreal/unreal-mcp/raw/refs/heads/main/img2.png) 2. Set up your Client: - Edit your Claude (or Cursor) config ```json { "mcpServers": { "unreal": { "command": "npx", "args": [ "-y", "@runreal/unreal-mcp" ] } } } ``` ## Available Tools | Tool | Description | |------|-------------| | `set_unreal_engine_path` | Set the Unreal Engine path | | `set_unreal_project_path` | Set the Project path | | `get_unreal_engine_path` | Get the current Unreal Engine path | | `get_unreal_project_path` | Get the current Unreal Project path | | `editor_run_python` | Execute any python within the Unreal Editor | | `editor_list_assets` | List all Unreal assets | | `editor_export_asset` | Export an Unreal asset to text | | `editor_get_asset_info` | Get information about an asset, including LOD levels for StaticMesh and SkeletalMesh assets | | `editor_get_asset_references` | Get references for an asset | | `editor_console_command` | Run a console command in Unreal | | `editor_project_info` | Get detailed information about the current project | | `editor_get_map_info` | Get detailed information about the current map/level | | `editor_search_assets` | Search for assets by name or path with optional class filter | | `editor_get_world_outliner` | Get all actors in the current world with their properties | | `editor_validate_assets` | Validate assets in the project to check for errors | | `editor_create_object` | Create a new object/actor in the world | | `editor_update_object` | Update an existing object/actor in the world | | `editor_delete_object` | Delete an object/actor from the world | | `editor_take_screenshot` | Take a screenshot of the Unreal Editor | | `editor_move_camera` | Move the viewport camera to a specific location and rotation for positioning screenshots | ## Contributing Please feel free to open issues or pull requests. Contributions are welcome, especially new tools/commands. ### License MIT