A canyon river valley, half photoreal render and half orange wireframe

Open-source Unreal Engine MCP server · MIT · UE 5.0–5.8

Let AI build inside the Unreal Editor

EngineWire is a free, open-source Unreal Engine MCP server and C++ editor plugin that lets Claude, Cursor and VS Code control a running Unreal Editor on UE 5.0–5.8: levels, Blueprints, UI, materials and effects.

~400Editor capabilities
900+GitHub stars
170+Forks
15,000+npm downloads in the last year
1MCP tool to learn

01 / Live demo

Say it in words. Watch the editor do it.

RiverValley.umapOutput LogDetails MCP · 127.0.0.1:3000

Prompt · Claude

›

    Tool · unreal-engineIdle

    A simulated session. Every call goes through the same single MCP tool.Prompt → search → tool calls → screenshot the model can see

    02 / Capabilities

    Nearly 400 capabilities behind a single MCP tool.

    The assistant finds them by searching in plain words.

    search_capabilities('foliage scatter')
    C.01

    Levels and actors

    Spawn one actor or hundreds in a call, place and attach them, and load, stream and save levels.

    C.02

    Blueprints and UI

    Create Blueprints, variables and components, build event graphs in one batch, and lay out UMG widgets.

    C.03

    Materials and worlds

    Material graphs, lighting, landscapes, foliage, Niagara effects and PCG graphs.

    C.04

    Gameplay

    Characters, animation, Gameplay Ability System, Behavior Trees, State Trees, EQS and Enhanced Input.

    C.05

    Cinematics and audio

    Level Sequences, Movie Render Queue, Take Recorder, Sound Cues and MetaSounds.

    C.06

    Play and verify

    Run Play-In-Editor, take screenshots the model can see, read logs, profile and package builds.

    03 / Architecture

    Built like editor tooling.

    A TypeScript server and a C++ plugin that lives inside the editor.

    1. A.01

      Automation Bridge

      Native C++ plugin running inside Unreal Editor.

    2. A.02

      Dual transport

      Native HTTP/SSE, or WebSocket via the TypeScript bridge.

    3. A.03

      Dynamic type discovery

      Types are discovered at runtime.

    4. A.04

      Graceful degradation

      The server starts without an Unreal connection.

    5. A.05

      Command safety

      Dangerous console commands are blocked.

    6. A.06

      TypeScript and C++

      Server in TypeScript, editor plugin in C++.

    7. A.07

      MCP Registry

      Published on the official MCP Registry.

    04 / Quick start

    Native HTTP route. No Node.js needed.

    01

    Step 01

    Add the plugin

    Download McpAutomationBridge from the newest v0.6 release into YourProject/Plugins/. Full install guide.

    02

    Step 02

    Enable the server

    In Project Settings → Plugins → MCP Automation Bridge, tick Enable Native MCP Server.

    03

    Step 03

    Connect your client

    Use the token in Saved/MCP/capability-token. Setup for Claude, Cursor or VS Code.

    03 · terminal · Claude Code
    $ claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp --header "X-MCP-Capability-Token: <token>"

    05 / Security

    Secure by default.

    Network

    127.0.0.1

    Everything listens on localhost.

    Every connection needs a per-project capability token.

    bind 127.0.0.1:3000
    auth X-MCP-Capability-Token required

    Consent

    1 call

    Destructive actions need a per-call consent grant.

    Each one is approved on its own, never in bulk. How the security model works.

    destructive → consent grant per call

    06 / Ship it

    Your editor, now with a co-pilot.