Unreal MCP

Unreal MCP connects Claude, Cursor, Copilot and other AI agents to the Unreal Editor. Learn how the plugin, bridge, CLI and app fit together.

Updated November 4, 2026 View as Markdown

Unreal MCP is the Unreal Engine plugin of AI Game Developer. It lets an AI agent such as Claude Code, Cursor, GitHub Copilot, Codex or Gemini work inside the Unreal Editor: query and change actors, components, assets and levels, author and compile Blueprints, edit and compile C++, run editor Python, and capture screenshots it can look at. You describe what you want in plain language and the agent calls the editor's tools through the Model Context Protocol (MCP).

This wiki explains how to install the plugin, connect your AI client, and get useful results from AI in the Unreal Editor. The plugin is in beta; the current release is 0.26.2.

How the pieces fit together

An Unreal MCP setup has four parts. Knowing them makes setup and troubleshooting much easier.

  • The Unreal MCP plugin (UnrealMCP). A C++ editor plugin installed in your project's Plugins/ folder. It registers the AI tools and adds the AI Game Developer window to the editor.
  • The bridge (unreal-mcp-bridge). Unreal's editor is C++, so the .NET MCP host runs as a small helper process next to the editor. The plugin starts it automatically and talks to it over a local, token-protected connection. A packaged release bundles the bridge, so you do not install .NET.
  • The MCP server. By default the bridge connects to the hosted server at ai-game.dev (Cloud mode). You can instead run the shared local server gamedev-mcp-server on your own machine (Custom mode).
  • Your AI client. Any MCP client connects to the same server and reaches your editor through it.

Two tools help you set this up:

  • AI Game Dev, the desktop app, installs the plugin into an Unreal project for you and can open the editor. No Node.js is needed. See the app wiki.
  • unreal-mcp-cli, a cross-platform command-line tool on npm. It installs and updates the plugin, signs you in, writes MCP client configs, opens the editor and runs tools from a terminal or CI.

What the AI agent can do

The plugin ships 27 tools in 7 families. Most editor data goes through RQL, one query language for the whole editor, instead of one tool per operation:

  • RQL (rql-query, rql-mutate, rql-schema): find and change actors, components, assets, levels, DataTables, gameplay tags, Project Settings, Blueprint graphs, Widget Blueprints and Level Sequences.
  • Blueprints: create, edit and compile Blueprints, with a structured error list the agent can fix.
  • C++ source: read, scaffold, edit and compile project C++ (Live Coding or Unreal Build Tool).
  • Python: run Python with the full unreal editor API.
  • Screenshots: viewport, game view, camera and isolated-actor captures.
  • Console and tool list helpers.

Six optional extensions add Control Rig, Enhanced Input, Gameplay Ability System, Landscape and Water, Niagara and PCG support. You can also register your own tools from any Unreal plugin.

Wiki pages

PageWhat you will find
InstallationRequirements and every install path that exists today: the app, the CLI, and manual install
Getting startedFirst connection, first prompts, and checking that everything works
Connecting AI clientsCloud vs Custom mode, device-code sign-in, project keys, and setup-mcp per agent
ConfigurationThe AI Game Developer window, the MCP Tools window, the config file and UNREAL_MCP_* variables
ToolsEvery built-in tool and what to ask for
ExtensionsThe six optional extensions and how to install them
Custom toolsAdd your own tools, prompts and resources from C++, including in-game (runtime) tools
CLI referenceEvery unreal-mcp-cli command and flag
TroubleshootingFixes for connection, bridge, build and tool problems
FAQShort answers to common questions

Where to go next