# EngineWire (Unreal MCP) > EngineWire is a free, open-source Unreal Engine MCP server and native C++ editor plugin (EngineWire) that lets Claude, Cursor, VS Code and any MCP client control a running Unreal Editor on Unreal Engine 5.0–5.8. One MCP tool, `unreal` (operations: search, describe, execute, configure), reaches 416 editor capabilities across 40 domains. MIT licensed. A Fab release is coming soon. GitHub: ChiR24/Unreal_mcp. npm: unreal-engine-mcp-server. Not affiliated with Epic Games. Key facts: - Route A, native HTTP (no Node.js): tick "Enable Native MCP Server" in Project Settings > Plugins > EngineWire (MCP Automation Bridge on 0.6.0-beta-e and earlier); endpoint http://127.0.0.1:3000/mcp; send the token in the X-MCP-Capability-Token header. - Route B, stdio (Node.js 20.19+): `npx -y unreal-engine-mcp-server@beta` with env UE_PROJECT_PATH set to the project folder. Keep `@beta`: the npm `latest` tag is still 0.5.30, which does not match a 0.6 plugin. - Proxy: `npx -y unreal-engine-mcp-server@beta proxy` keeps a native-route session across editor restarts; calls answer NOT_CONNECTED while the editor is down. - Capability token: /Saved/MCP/capability-token (64 hex characters), required by default on both routes. - Consent: 64 capabilities (all 31 destructive, plus 33 risky writes) need a per-call consent grant returned by `describe`. - Long calls: a call still running after 27 seconds answers with a taskId; read the result with `{ "operation": "configure", "action": "get_task_result", "params": { "taskId": … } }`. - Current pre-release: v0.6.0-beta-e (2026-10-09). Latest stable: 0.5.30. ## Docs - [Install EngineWire in your Unreal project](https://enginewire.dev/docs/quick-start): install the plugin, enable the native server, connect a client - [Fix connection and build problems](https://enginewire.dev/docs/troubleshooting): build errors, 401/400/403/503, NOT_CONNECTED, long calls - [MCP support for every Unreal Engine 5 version](https://enginewire.dev/unreal-engine-versions): UE 5.0–5.8 support notes and binaries for Blueprint-only projects - [Security model](https://enginewire.dev/security): tokens, scopes, consent, blocked commands, LAN access - [Capability catalogue](https://enginewire.dev/capabilities): search all 416 capabilities with their effect and consent ## Client setup - [Use Claude to drive the Unreal Editor](https://enginewire.dev/claude-unreal-engine): Claude Code over HTTP, Claude Desktop over stdio - [Use Cursor's agent inside Unreal Engine](https://enginewire.dev/cursor-unreal-engine): .cursor/mcp.json - [Drive Unreal from VS Code Copilot agent mode](https://enginewire.dev/vscode-copilot-unreal-engine): .vscode/mcp.json for GitHub Copilot agent mode ## Background and comparisons - [What is MCP for Unreal Engine?](https://enginewire.dev/what-is-unreal-mcp): what MCP for Unreal Engine is, and what Epic shipped in 5.8 - [Epic's Unreal MCP vs EngineWire](https://enginewire.dev/vs-epic-unreal-mcp): when Epic's UE 5.8 plugin is the better choice and when EngineWire is - [Unreal MCP servers compared](https://enginewire.dev/compare): dated, sourced comparison of Unreal MCP servers ## Project - [GitHub repository](https://github.com/ChiR24/Unreal_mcp): source, issues, discussions - [npm package](https://www.npmjs.com/package/unreal-engine-mcp-server): unreal-engine-mcp-server (use the @beta tag for 0.6) - [Releases](https://github.com/ChiR24/Unreal_mcp/releases): plugin archives - [Action reference](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/action-reference.generated.md): every capability with its effect, scope and consent ## Optional - [Gateway client guide](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/gateway-client-guide.md) - [Changelog](https://github.com/ChiR24/Unreal_mcp/blob/dev/CHANGELOG.md) - [Wiki](https://github.com/ChiR24/Unreal_mcp/wiki)