An MCP server that lets AI assistants control Unreal Engine through a native C++ Automation Bridge plugin. It supports automation for assets, actors, levels, editor actions, animation, materials, audio, AI, networking, and related Unreal workflows.
From the registry: Control Unreal Engine to browse assets, import content, and manage levels and sequences. Automate…
Please install the `chir24-unreal_mcp` MCP server into my current AI client (that's you).
Required prerequisites (do these first if not already done):
- **Node.js 18+** — Required runtime for the MCP server (https://nodejs.org/)
- **Unreal Engine 5.0–5.7** — Required game engine with MCP Automation Bridge plugin installed and enabled (https://www.unrealengine.com/)
Canonical MCP server config (stdio transport):
- command: `npx`
- args: ["unreal-engine-mcp-server"]
- required environment variables:
- `UE_PROJECT_PATH`: Absolute path to your Unreal Engine project directory (example: `C:/Path/To/YourProject`)
- optional environment variables:
- `MCP_AUTOMATION_HOST`: Host for the automation bridge (default: 127.0.0.1) (example: `127.0.0.1`)
- `MCP_AUTOMATION_PORT`: Port for the automation bridge (default: 8091) (example: `8091`)
- `LOG_LEVEL`: Logging verbosity: debug, info, warn, or error (example: `info`)
Note: Requires installing the McpAutomationBridge C++ plugin into your Unreal Engine project (copy from Unreal_mcp/plugins/McpAutomationBridge/ to YourProject/Plugins/). Also requires enabling Editor Scripting Utilities and Niagara plugins. GraphQL endpoint available optionally (disabled by default).
Add this MCP server to my current client's config in the correct format for you. If you need secrets or credentials I haven't provided, ASK me — do not invent values or leave raw placeholders. After adding it, tell me how to verify the server is connected.UE_PROJECT_PATHrequiredPath to the Unreal Engine project to connect the MCP server toAI-powered browser automation — navigate, click, fill forms, and extract data from any website.