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Unreal MCP Server

by ChiR24
Developer ToolsModerate6.3MCP RegistryLocal
Free

Server data from the Official MCP Registry

Automate the Unreal Editor (UE 5.0-5.8): levels, Blueprints, UI, materials, VFX and more.

About

Automate the Unreal Editor (UE 5.0-5.8): levels, Blueprints, UI, materials, VFX and more.

Security Report

6.3
Moderate6.3Moderate Risk

Valid MCP server (1 strong, 1 medium validity signals). 4 known CVEs in dependencies (1 critical, 1 high severity) Imported from the Official MCP Registry. Trust signals: trusted author (4/4 approved). 1 finding(s) downgraded by scanner intelligence.

4 files analyzed · 5 issues found

Security scores are indicators to help you make informed decisions, not guarantees. Always review permissions before connecting any MCP server.

What You'll Need

Set these up before or after installing:

Your Unreal project folder or its .uproject file. The server reads the capability token from <project>/Saved/MCP/capability-token and the WebSocket port from the project settings.Optional

Environment variable: UE_PROJECT_PATH

Capability token to present to the editor. Only needed when the server cannot read the project folder, for example over LAN.Required

Environment variable: MCP_AUTOMATION_CAPABILITY_TOKEN

Editor WebSocket port. Default: the first Listen Ports entry in the project settings, else 8090.Optional

Environment variable: MCP_AUTOMATION_PORT

Editor host to connect to. A LAN address also needs MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true and Allow Non Loopback in the plugin settings.Optional

Environment variable: MCP_AUTOMATION_HOST

SECURITY: allow a non-loopback MCP_AUTOMATION_HOST. Enable only on a trusted network.Optional

Environment variable: MCP_AUTOMATION_ALLOW_NON_LOOPBACK

Connect with wss:// instead of ws://.Optional

Environment variable: MCP_AUTOMATION_USE_TLS

Extra content roots to allow besides /Game, /Engine, /Script, /Temp and /Niagara, comma-separated. Example: /MyPluginContent/Optional

Environment variable: MCP_ADDITIONAL_PATH_PREFIXES

How long to wait for the editor connection, in milliseconds.Optional

Environment variable: MCP_CONNECTION_TIMEOUT_MS

Overrides every per-capability request timeout, in milliseconds. Leave unset: each capability gets a budget that fits its cost.Optional

Environment variable: MCP_REQUEST_TIMEOUT_MS

Inbound messages per minute from the editor before the server disconnects.Optional

Environment variable: MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE

Log level. Logs go to stderr.Optional

Environment variable: LOG_LEVEL

How to Install

Add this to your MCP configuration file:

{
  "mcpServers": {
    "io-github-chir24-unreal-engine-mcp": {
      "env": {
        "LOG_LEVEL": "your-log-level-here",
        "UE_PROJECT_PATH": "your-ue-project-path-here",
        "MCP_AUTOMATION_HOST": "your-mcp-automation-host-here",
        "MCP_AUTOMATION_PORT": "your-mcp-automation-port-here",
        "MCP_AUTOMATION_USE_TLS": "your-mcp-automation-use-tls-here",
        "MCP_REQUEST_TIMEOUT_MS": "your-mcp-request-timeout-ms-here",
        "MCP_CONNECTION_TIMEOUT_MS": "your-mcp-connection-timeout-ms-here",
        "MCP_ADDITIONAL_PATH_PREFIXES": "your-mcp-additional-path-prefixes-here",
        "MCP_AUTOMATION_CAPABILITY_TOKEN": "your-mcp-automation-capability-token-here",
        "MCP_AUTOMATION_ALLOW_NON_LOOPBACK": "your-mcp-automation-allow-non-loopback-here",
        "MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE": "your-mcp-automation-max-messages-per-minute-here"
      },
      "args": [
        "-y",
        "unreal-engine-mcp-server"
      ],
      "command": "npx"
    }
  }
}

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