ue5
Let AI edit your Unreal Engine Blueprints. MCP server plugin for Claude Code — describe what you want in plain English.
claude mcp add --transport stdio mirno-ehf-ue5-mcp node ./server/ue5-mcp-server.js \ --env UE_PROJECT_PATH="path/to/your/ue5/project" \ --env UE_PLUGIN_ENABLED="true"
How to use
This MCP server exposes your Unreal Engine 5 project’s Blueprints and related assets to AI tools via a local HTTP interface. The UE5 editor plugin serves the Blueprints over HTTP, and an MCP wrapper connects that server to clients like Claude Code, enabling you to read, modify, and create Blueprints based on natural language prompts. Typical tasks include adding components, refactoring Blueprint graphs, or auditing and modifying asset references. Once the UE5 editor is running with the plugin, you can issue MCP requests to list, read, modify, or create Blueprint nodes and assets, with the AI providing the intent in plain language and the server translating that into UE5 actions.
How to install
Prerequisites:
- Unreal Engine 5 installed and a project opened in the UE5 Editor.
- A compatible MCP client (e.g., Claude Code) for sending MCP requests.
- Access to the UE5 MCP plugin repository and the ability to install plugins into your UE5 project.
Setup steps:
- Install the UE5 MCP plugin into your Unreal Engine 5 project according to the repository’s instructions. This typically involves copying the plugin into the Plugins folder of your UE5 project and enabling it in the Editor.
- Build or install the local HTTP server component provided by the plugin if required by your setup. Ensure the server can bind to a localhost port accessible from your MCP client.
- Start Unreal Engine 5 with the project open. Verify the UE5 MCP plugin reports that the local HTTP server is running and that the endpoint is reachable from your MCP client.
- On your client machine, configure the MCP client to connect to the local HTTP server (as described in the plugin’s documentation or the MCP wrapper docs).
- Optionally set environment variables or plugin settings to point to your UE5 project path, plugin enablement flags, and authentication if used by your workflow.
Validation:
- Use a test prompt like: “List all Blueprints in my project.” and confirm a valid JSON response from the MCP server describing the available Blueprints.
- Try a small Blueprint modification: “Add a health component to the PlayerCharacter Blueprint,” then review the resulting changes in UE5.
Additional notes
Tips:
- Ensure the UE5 Editor remains open while performing long-running transformation tasks to avoid spawning headless processes unexpectedly.
- If you encounter connection issues, verify localhost port accessibility and firewall rules. Check the UE5 plugin logs for startup errors related to the HTTP server.
- Keep your MCP client and the UE5 MCP plugin versions aligned for compatibility.
- The plugin focuses on Blueprints, materials, and animation blueprints; complex C++ changes may require additional tooling or steps.
- Environment variables can be used to configure the path to your UE5 project and to toggle plugin features; document placeholders in your mcp_config for your environment.
- For troubleshooting, re-run the server after updating the plugin or project assets to refresh the available actions.
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