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Unreal MCP Server

MCP Server

Text‑to‑3D in Unreal Engine via Claude Desktop

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Updated 11 days ago

About

A Python MCP server that lets Claude Desktop control Unreal Engine 5.3, creating and manipulating actors, meshes, and assets through natural‑language prompts.

Capabilities

Resources
Access data sources
Tools
Execute functions
Prompts
Pre-built templates
Sampling
AI model interactions

Overview

The Unreal MCP server bridges the gap between conversational AI assistants and the full breadth of Unreal Engine’s editor capabilities. By exposing a set of well‑defined MCP tools, it lets developers issue natural‑language commands—such as “create a red cube at (0, 0, 100)” or “add a camera that follows the player”—and have those commands executed instantly inside an open UE project. This eliminates the need for manual mouse‑driven interaction, enabling rapid iteration and automation of repetitive tasks directly from an AI workspace.

At its core, the server consists of a lightweight Python process that talks to a native C++ plugin over TCP. The plugin hooks into Unreal’s editor subsystems, translating MCP requests into engine API calls. This two‑tier architecture keeps the Python side simple while leveraging Unreal’s performance and safety guarantees for actual scene manipulation. The server automatically loads tool modules from the directory, each providing a focused set of actions such as actor creation, blueprint editing, or viewport control. The result is a cohesive API surface that mirrors the editor’s functionality in a machine‑readable format.

Key capabilities include:

  • Actor Management – Create, delete, and query actors; set transforms; list level contents.
  • Blueprint Development – Generate new Blueprint classes, add components, configure physics, compile and spawn them.
  • Node Graph Construction – Insert event nodes (BeginPlay, Tick), create function calls, define variables, and wire connections.
  • Editor Control – Focus the viewport on specific actors or coordinates, adjust camera orientation and zoom.

These tools are exposed as standard MCP resources, so any client that implements the protocol—such as Claude Desktop, Cursor, or Windsurf—can issue high‑level commands without needing to understand Unreal’s internals. The server’s responses include structured data (e.g., actor IDs, error messages), allowing the AI to confirm actions or handle failures gracefully.

Real‑world use cases are plentiful. Game designers can prototype levels by commanding the engine to lay out assets, while QA engineers can automate test scenarios that manipulate actors and capture screenshots. Artists may generate procedural scenes through natural language, and developers can integrate the server into CI pipelines to validate Blueprint logic or asset placement. The experimental status invites feedback and iterative improvement, but the architecture already demonstrates a powerful workflow: voice‑driven or chat‑based control of a complex 3D engine, opening new avenues for rapid content creation and automated testing.