UEAgent

Official registry Other

MCP server for Unreal Engine 5, built into the editor: Blueprints, materials, levels, Niagara, PCG.

Install

The installation steps are in the documentation below. Documentation

Documentation

From the project's README on GitHub, refreshed weekly. Links open on GitHub.

Contents
  1. UEAgent
  2. Why UEAgent
  3. Quick start
  4. What you can ask
  5. Clients
  6. Directories
  7. Skills
  8. Documentation
  9. Requirements
  10. Updating
  11. Settings
  12. Console commands
  13. Security
  14. Privacy
  15. Accessibility
  16. Contributing
  17. License
  18. Trademarks

UEAgent

The MCP server for Unreal Engine 5, built into the editor.

More than 1,500 tools that let Claude Code, Cursor or any MCP client build in Unreal,

with every change checked before it runs and read back after.

English · Español


UEAgent is an Unreal Engine 5.7 and 5.8 editor plugin that lets AI agents operate the editor through the Model Context Protocol. The plugin is the server: it serves Streamable HTTP from inside the editor, with no Python or Node process in between.

Why UEAgent

  • The whole engine, not a demo. Blueprints and their graphs, materials, animation (AnimBP, montages, IK, Pose Search), Niagara, landscapes and foliage, World Partition, PCG, Sequencer, UMG/CommonUI/MVVM, GAS, AI (Behavior Trees, StateTree, EQS, Smart Objects), audio and MetaSounds, USD and Interchange, PIE control and inspection: see the tool reference.
  • Verified, not assumed. An editor call that answers success: true proves nothing, so every call goes through a contract:
    • preconditions refuse the calls known to crash or freeze the editor, and say what to do instead;
    • readback re-reads the state after the call, and reports as failed a write that did not stick, a zero that proves nothing or a change that landed in the wrong PIE world.
  • Safe with your content. Every tool call is one undo step, named after the tool, so Ctrl+Z reverts it. Vendored libraries listed as Read Only Content Roots cannot be saved, renamed, moved or deleted by any tool, and calls that are unreliable while Play-in-Editor runs are refused while it runs.
  • Built for real sessions. Several agents can share one editor: protocol work runs on network threads, and every tool call runs on the game thread through one queue. The Activity panel (status bar > MCP > Activity) lists each call with its duration and outcome.
flowchart LR
    A["AI agent<br/>Claude Code, Cursor, ..."] -- "MCP over HTTP" --> P
    subgraph E["Unreal Editor + UEAgent"]
        P["Preconditions<br/>refuse known crashes"] --> H["Tool<br/>1,500+ of them"] --> R["Readback<br/>re-read the state"]
    end
    R -- "verified result" --> A

How a server inside the editor differs from one outside it, and the questions to ask any MCP server for Unreal: Choosing an MCP server.

Quick start

Let your agent do it. Open Claude Code, Cursor, Codex or another agent in your project's folder and paste:

Install the UEAgent plugin in this Unreal Engine project and connect yourself to it, following https://raw.githubusercontent.com/CarlxsMG/UEAgent/main/llms-install.md

It does the steps below, checks the download's SHA-256 and asks before it changes anything; you reload its MCP servers at the end. See llms-install.md. Or by hand:

  1. Install. Download the latest UEAgent-*-UE5.8-Win64.zip (or -UE5.7-, for your engine) from Releases and unzip it into <YourProject>/Plugins/, or build it from source.
  2. Open the project. The status bar shows MCP · 55561 with a green dot once the server is up (if it does not, see Troubleshooting).
  3. Connect an agent. From that status-bar menu, Connect Claude Code to this project writes the unreal entry of your project's .mcp.json, and Connect another client does the same for Cursor, VS Code, Antigravity CLI and OpenCode (and copies the command for Codex). Or, for yourself only:

     claude mcp add --transport http unreal http://127.0.0.1:55561/mcp

    Any MCP client that speaks Streamable HTTP can connect to the same URL: see Clients.

  4. Ask. For example: "Create a Blueprint actor BP_Door with a door mesh and a box trigger, and open the door with a timeline when the player overlaps the trigger."

What you can ask

AskTools it uses
"Create BP_Door: a mesh and a box trigger that open the door with a timeline on overlap."create_blueprint, add_component_to_blueprint, build_blueprint_graph, compile_blueprint
"Find every Blueprint under /Game that does not compile and tell me why."find_erroring_blueprints, get_graph_nodes, lint_blueprint_graph
"Make a red variant of M_Base and put it on the crates in this level."create_material_instance, get_actors_by_class, set_actor_material
"Play the level, read the player's health, take a screenshot, stop."start_play_in_editor, get_properties, capture_pie_screenshot, stop_play_in_editor
"Cut a shot: camera cut, a fade in, and the intro sound at frame 0."create_level_sequence, add_camera_cut_track, add_fade_track_to_sequence, add_audio_section
"Which of my assets still reference the vendor pack, and which classes inherit from it?"audit_asset_references, audit_class_purity, run_map_check

More in Examples.

Clients

ClientNotes
Claude CodeOne-click connection from the editor's status bar. It loads tools on demand, so ?tools=all at the end of the URL gives it every tool.
Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI, CodexAny client with Streamable HTTP: see the setup for each one.

By default the server lists its core tools, and four tools that search, describe and run the rest or add a whole domain to the list. ?tools=all at the end of the URL lists every tool, and ?tools=compact only three: see tool lists.

Directories

UEAgent is listed in:

Skills

UEAgent ships agent skills in the open Agent Skills format, for Claude Code, Codex, Cursor, VS Code, Antigravity CLI, Gemini CLI and OpenCode. Install them into the project from the editor's status bar: MCP · 55561 > Skills. They come with the plugin, so they always match its tools.

Skill
ueagent-skill-builderTurns a workflow you want to repeat into a new skill: it finds the tools, rehearses the task in the editor, checks the result and writes the SKILL.md
ueagent-blueprint-actorA Blueprint actor from a description: components, graph, a clean compile, and an instance in the level
ueagent-project-auditWhat is broken and what can go, most serious first
ueagent-level-lightingOutdoor lighting (sun, sky, sky light, fog) and a screenshot
ueagent-report-issueReports a bug or asks for a tool as a GitHub issue, with the versions, the call and the log
ueagent-contribute-fixTurns a change to the plugin's code into a pull request, following the repository's rules

The client loads them by itself when a request matches. More in Skills.

Documentation

Also on the web, with search and a tool explorer: carlxsmg.github.io/UEAgent.

ClientsConnecting Claude Code, Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI and Codex
ExamplesPrompts that work well, and the tools they use
SkillsThe Claude Code plugin: a skill builder and three skills made with it
Tool referenceEvery tool, by domain
Answers and refusalsWhat a call returns, and how to read a refusal or a readback verdict
FAQVersions, safety, cost
TroubleshootingWhen a client cannot connect or a call is refused
ArchitectureHow a call travels through the editor, and the contract around it
GlossaryThe words the docs and the tools' answers use

Requirements

  • Unreal Engine 5.7 or 5.8 on Windows (Win64), the only platform the plugin declares. Each release has a zip for each engine; a few tools need 5.8 (see the FAQ).
  • To build from source: Visual Studio 2022 with the C++ toolchain.
  • The plugin enables the engine plugins its tools use (see UEAgent.uplugin): among them PythonScriptPlugin, EditorScriptingUtilities, Niagara, PCG, StateTree, ControlRig, IKRig, PoseSearch, Interchange and USD. Game Features is the exception: the plugin does not turn it on, and its five tools work once your project enables it.
Build from source

Copy or clone this repository to <YourProject>/Plugins/UEAgent, then open the project and let Unreal build it, or build the editor target from your IDE. When the editor starts, the log shows MCP HTTP server started on http://127.0.0.1:55561/mcp (... tools ...).

Updating

MCP · 55561 > Check for updates asks GitHub for the latest release. If it is newer, Download and install downloads the zip for your engine, checks it against the release's SHA256SUMS.txt, and installs it when the editor closes, or right away with Restart now, which closes the editor, installs it and opens the editor again. The previous version is kept in Saved/UEAgentUpdate/Backup, and if the new one cannot be moved in, the previous one is put back.

A git clone is updated with git pull, and a copy installed from Fab from the Epic Games Launcher. After an update, reconnect your client so it lists the tools again.

Settings

Editor Preferences > Plugins > UEAgent (per user):

SettingDefault
Enable HTTP serveronthe MCP server
HTTP port55561-McpHttpPort=N on the command line overrides it
Auth tokenemptywhen set, every request needs Authorization: Bearer <token>
Show connect hintonat startup, offer to connect Claude Code if the project is not
Check for updates at startupoffask GitHub at most once a day whether a newer release is out (see How do I update it?)

Project Settings > Plugins > UEAgent (shared, saved to Config/DefaultEditor.ini):

SettingDefault
Read Only Content Rootsemptyvendored-library roots (e.g. /Game/SomeMarketplacePack): tools refuse to save, rename, move or delete anything there, and lineage audits treat their classes as library classes
Project Content Root/Gamedefault scope of audit_class_purity
Fork Origin Tagmcp.forkOriginmetadata tag fork_class_chain writes and audit_class_purity checks

Console commands

Command
mcp.http.status / mcp.http.restartserver status; restart (also reloads the tool catalog)
mcp.claude.status [path] / mcp.claude.connect [path]inspect / write the .mcp.json entry
mcp.clients.status / `mcp.clients.connect cursor\vscode\antigravity\opencode [path]`the same for the other clients' files
mcp.skills.status / mcp.skills.install / mcp.skills.remove `[claude\agents\all]`UEAgent's skills in the project (see Skills)
mcp.contract.selftest <vectors.json> [quit]run the contract vectors (see Resources/ContractTests)
`mcp.ReadOnlyRootEnforcement 0\1`0 = only report saves under a read-only root instead of refusing them
`mcp.UndoStepPerCall 0\1`0 = leave the undo buffer to each tool instead of one undo step per call
mcp.activity [N]print the last N tool calls (default 20) to the log, as the Activity panel lists them
mcp.update.check / mcp.update.status / mcp.update.download / mcp.update.cancellook for a newer release; the state of the update; download it (it installs when the editor closes); drop a downloaded one

Security

  • The server listens on 127.0.0.1 only. It also refuses a request whose Host is not the loopback (DNS rebinding) or whose Origin is a web page.
  • Without an Auth token, any process on the machine can call it. Set one on a shared machine; the .mcp.json entry reads it from ${UEAGENT_TOKEN}.
  • The tools act with the editor's rights: they run Python, read and write files, save, rename and delete assets, edit .ini files and launch processes (a package build, a dedicated server). Connecting an agent gives it the editor. Read Only Content Roots keeps the tools from saving, renaming, moving or deleting anything under the roots you list.

To report a vulnerability, see SECURITY.md.

Privacy

UEAgent sends nothing about you or your project: no telemetry, no analytics. Its only connection of its own is to GitHub, to look for a newer release: when you click Check for updates, or once a day on startup if you turn Check for updates at startup on (it is off). That request says which version of UEAgent asks, and nothing else. The server only listens on 127.0.0.1, and a tool's answer goes to the MCP client you connected, on the same machine. What that client then sends to its model provider is up to the client.

Accessibility

What the editor UI and the documentation offer for accessibility, what they lack, and how to report a barrier: see ACCESSIBILITY.md.

Contributing

Questions and ideas go to Discussions. Bug reports and pull requests are welcome: CONTRIBUTING.md explains how the code is organized, how a tool is added and what is checked before a change is merged.

License

UEAgent is released under the MIT License.

Trademarks

Unreal and Unreal Engine are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere. UEAgent is an independent project, not affiliated with or endorsed by Epic Games.

Frequently asked questions

What is UEAgent?

MCP server for Unreal Engine 5, built into the editor: Blueprints, materials, levels, Niagara, PCG.

How do I install UEAgent?

Follow the installation steps in its documentation, shown on this page and in its repository.

Is UEAgent open source?

Yes. Its code is on GitHub under the MIT license.

Who maintains UEAgent?

It is published by CarlxsMG. AI.tn lists it but does not maintain or endorse it.

From the official MCP Registry. Listing is not an endorsement: review a server's code and permissions before giving it access to your data.