# Unreal Engine MCP (MCP server)

> Unreal Engine MCP is an MCP server that adds tools to AI assistants such as Claude Desktop, Claude Code and Cursor. Automate the Unreal Editor (UE 5.0-5.8): levels, Blueprints, UI, materials, VFX and more. It has 903 GitHub stars, is released under the MIT license and runs locally with npx -y unreal-engine-mcp-server.

Connect Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor, and let it build levels, Blueprints, UI, materials, effects and more, through a native C++ editor plugin.

## Key facts

| Fact | Value |
|---|---|
| Repository | https://github.com/ChiR24/Unreal_mcp |
| GitHub stars | 903 |
| License | MIT |
| Language | C++ |
| Transport | stdio |
| Packages | npm: unreal-engine-mcp-server |
| Remote URL | none |
| Needs API key | yes |
| Official | no |
| Works with | Claude Desktop, Claude Code, Cursor, VS Code |
| Category | Other |
| Latest release | v0.5.30 (Jun 5, 2026) |
| Last commit | Oct 5, 2026 |
| MCP registry name | io.github.ChiR24/unreal-engine-mcp |

## Install

### Claude Desktop (claude_desktop_config.json)

```json
{
  "mcpServers": {
    "unreal-engine-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-engine-mcp-server"
      ],
      "env": {
        "UE_PROJECT_PATH": "your-value",
        "MCP_AUTOMATION_CAPABILITY_TOKEN": "your-value"
      }
    }
  }
}
```

Settings > Developer > Edit Config. macOS: ~/Library/Application Support/Claude/, Windows: %APPDATA%\Claude\. Restart Claude Desktop afterwards.

### Claude Code

```sh
claude mcp add --env UE_PROJECT_PATH=your-value --env MCP_AUTOMATION_CAPABILITY_TOKEN=your-value --transport stdio unreal-engine-mcp -- npx -y unreal-engine-mcp-server
```

### Cursor (.cursor/mcp.json)

```json
{
  "mcpServers": {
    "unreal-engine-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "unreal-engine-mcp-server"
      ],
      "env": {
        "UE_PROJECT_PATH": "your-value",
        "MCP_AUTOMATION_CAPABILITY_TOKEN": "your-value"
      }
    }
  }
}
```

Project file; use ~/.cursor/mcp.json to enable it in every project.

### VS Code (.vscode/mcp.json)

```json
{
  "inputs": [
    {
      "type": "promptString",
      "id": "mcp_automation_capability_token",
      "description": "MCP_AUTOMATION_CAPABILITY_TOKEN",
      "password": true
    }
  ],
  "servers": {
    "unreal-engine-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "unreal-engine-mcp-server"
      ],
      "env": {
        "UE_PROJECT_PATH": "your-value",
        "MCP_AUTOMATION_CAPABILITY_TOKEN": "${input:mcp_automation_capability_token}"
      }
    }
  }
}
```

Config formats checked against the official docs on 2026-10-07.

## Environment variables

- `UE_PROJECT_PATH` (required): Your Unreal project folder or its .uproject file. The server reads the capability token from /Saved/MCP/capability-token and the WebSocket port from the…
- `MCP_AUTOMATION_CAPABILITY_TOKEN` (secret): Capability token to present to the editor. Only needed when the server cannot read the project folder, for example over LAN.
- `MCP_AUTOMATION_PORT`: Editor WebSocket port. Default: the first Listen Ports entry in the project settings, else 8090.
- `MCP_AUTOMATION_HOST`: Editor host to connect to. A LAN address also needs MCPAUTOMATIONALLOWNONLOOPBACK=true and Allow Non Loopback in the plugin settings.
- `MCP_AUTOMATION_ALLOW_NON_LOOPBACK`: SECURITY: allow a non-loopback MCPAUTOMATIONHOST. Enable only on a trusted network.
- `MCP_AUTOMATION_USE_TLS`: Connect with wss:// instead of ws://.
- `MCP_ADDITIONAL_PATH_PREFIXES`: Extra content roots to allow besides /Game, /Engine, /Script, /Temp and /Niagara, comma-separated. Example: /MyPluginContent/
- `MCP_CONNECTION_TIMEOUT_MS`: How long to wait for the editor connection, in milliseconds.
- `MCP_REQUEST_TIMEOUT_MS`: Overrides every per-capability request timeout, in milliseconds. Leave unset: each capability gets a budget that fits its cost.
- `MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE`: Inbound messages per minute from the editor before the server disconnects.
- `LOG_LEVEL`: Log level. Logs go to stderr.

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