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MCP to allow AI agents to control Unreal
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| 2026-07-31 | 603 |
| 2026-08-02 | 604 |
| 2026-08-06 | 604 |
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# UnrealMCP Plugin [![Discord][discord-shield]][discord-url] [discord-shield]: https://img.shields.io/badge/Discord-Join-5865F2?style=flat&logo=discord&logoColor=white [discord-url]: https://discord.gg/ThkpVxdzet # VERY WIP REPO I'm working on adding more tools now and cleaning up the codebase, I plan to allow for easy tool extension outside the main plugin This is very much a work in progress, and I need to clean up a lot of stuff!!!!! Also, I only use windows, so I don't know how this would be setup for mac/unix ## Overview UnrealMCP is an Unofficial Unreal Engine plugin designed to control Unreal Engine with AI tools. It implements a Machine Control Protocol (MCP) within Unreal Engine, allowing external AI systems to interact with and manipulate the Unreal environment programmatically. I only just learned about MCP a few days ago, so I'm not that familiar with it, I'm still learning so things might be initially pretty rough. I've implemented this using https://github.com/ahujasid/blender-mcp as a reference, which relies on claude for desktop. It may or may not work with other models, if you experiment with any, please let me know! ## ⚠️ DISCLAIMER This plugin allows AI agents to directly modify your Unreal Engine project. While it can be a powerful tool, it also comes with risks: - AI agents may make unexpected changes to your project - Files could be accidentally deleted or modified - Project settings could be altered - Assets could be overwritten **IMPORTANT SAFETY MEASURES:** 1. Always use source control (like Git or Perforce) with your project 2. Make regular backups of your project 3. Test the plugin in a separate project first 4. Review changes before committing them By using this plugin, you acknowledge that: - You are solely responsible for any changes made to your project - The plugin author is not responsible for any damage, data loss, or issues caused by AI agents - You use this plugin at your own risk ## Features - TCP server implementation for remote control of Unreal Engine - JSON-based command protocol for AI tools integration - Editor UI integration for easy access to MCP functionality - Comprehensive scene manipulation capabilities - Python companion scripts for client-side interaction ## Roadmap These are what I have in mind for development as of 3/14/2025 I'm not sure what's possible yet, in theory anything, but it depends on how good the integrated LLM is at utilizing these tools. - [X] Basic operations working - [X] Python working - [X] Materials - [ ] User Extensions (in progress) - [ ] Asset tools - [ ] Blueprints - [ ] Niagara VFX - [ ] Metasound - [ ] Landscape (I might hold off on this because Epic has mentioned they are going to be updating the landscape tools) - [ ] Modeling Tools - [ ] PCG ## Requirements - Unreal Engine 5.5 (I have only tested on this version, may work with earlier, but no official support) - C++ development environment configured for Unreal Engine - Python 3.7+ for client-side scripting - Model to run the commands, in testing I've been using Claude for Desktop https://claude.ai/download ## Installation 1. Clone this repository into your Unreal project's `Plugins` directory: ``` git clone https://github.com/kvick-games/UnrealMCP.git Plugins/UnrealMCP ``` The project path should match this pattern like so: ...\UNREAL_PROJECT\Plugins\UnrealMCP\ 3. Regenerate your project files (right-click your .uproject file and select "Generate Visual Studio project files") 4. Build the project in whatever IDE you use, I use Rider, Visual Studio works (working on releases now) 5. Open your project and enable the plugin in Edit > Plugins > UnrealMCP 6. Enable Python plugins in Unreal 7. Run setup_unreal_mcp.bat (I probably need to make some fixes to this file as more people try it out) 8. Currently I've only tested with Claude for Desktop so follow the instructions below to continue ## With Claude for Desktop You will need to find your installation directory for c
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