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虚幻引擎MCP

基于 C++ · 让 AI 助手直接操作你的系统与工具
英文名:UnrealMotionGraphicsMCP
⭐ 173 Stars 🍴 38 Forks 💻 C++ 📄 MIT 🏷 AI 8.0分
8.0AI 综合评分
mcpaiautomationgamedev
✦ AI Skill Hub 推荐

经 AI Skill Hub 精选评估,虚幻引擎MCP 获评「强烈推荐」。这款MCP工具在功能完整性、社区活跃度和易用性方面表现出色,AI 评分 8.0 分,适合有一定技术背景的用户使用。

📚 深度解析

虚幻引擎MCP 是一款基于 MCP(Model Context Protocol)标准协议的 AI 工具扩展。MCP 协议由 Anthropic 开发并开源,旨在建立 AI 模型与外部工具之间的标准化通信接口,目前已被 Claude Desktop、Claude Code、Cursor 等主流 AI 工具采纳。

通过安装 虚幻引擎MCP,你的 AI 助手将获得额外的工具调用能力,可以用自然语言直接操控该工具的功能,无需学习复杂的命令行语法。MCP 工具的核心价值在于"一次配置,永久增强"——配置完成后,每次与 AI 对话时都可以无缝调用这些工具。

在技术实现上,MCP 工具通过标准的 JSON-RPC 协议与 AI 客户端通信,工具的功能以"工具列表"的形式暴露给 AI 模型,AI 可以按需调用。虚幻引擎MCP 提供了结构化的工具调用接口,使 AI 模型能够精确地理解和使用每个功能点,显著降低 AI 在工具使用上的错误率。

与传统的 API 集成相比,MCP 工具的优势在于无需编写代码——用户只需在配置文件中添加几行 JSON,即可让 AI 获得全新能力。AI Skill Hub 将 虚幻引擎MCP 评为 AI 评分 8.0 分,属于同类工具中的优质选择。

📋 工具概览

虚幻引擎MCP 是一款遵循 MCP(Model Context Protocol)标准协议的 AI 工具扩展。通过 MCP 协议,它可以让 Claude、Cursor 等主流 AI 客户端直接访问和操作外部工具、数据源和服务,实现 AI 能力的无缝扩展。无论是文件操作、数据库查询还是 API 调用,都可以通过自然语言在 AI 对话中直接触发,极大提升生产效率。

GitHub Stars
⭐ 173
开发语言
C++
支持平台
Windows / macOS / Linux
维护状态
轻量级项目,按需更新
开源协议
MIT
AI 综合评分
8.0 分
工具类型
MCP工具
Forks
38

📖 中文文档

以下内容由 AI Skill Hub 根据项目信息自动整理,如需查看完整原始文档请访问底部「原始来源」。

虚幻引擎MCP 是一款遵循 MCP(Model Context Protocol)标准协议的 AI 工具扩展。通过 MCP 协议,它可以让 Claude、Cursor 等主流 AI 客户端直接访问和操作外部工具、数据源和服务,实现 AI 能力的无缝扩展。无论是文件操作、数据库查询还是 API 调用,都可以通过自然语言在 AI 对话中直接触发,极大提升生产效率。

📌 核心特色
  • 通过标准 MCP 协议与 Claude、Cursor 等主流 AI 客户端深度集成
  • 提供结构化工具调用接口,显著降低 AI 集成复杂度
  • 支持 Claude Desktop 和 Claude Code 无缝接入,开箱即用
  • 可与其他 MCP 工具组合叠加,构建完整 AI 工作站
  • 轻量无侵入设计,不影响现有系统架构
🎯 主要使用场景
  • 在 Claude Desktop 对话中直接调用本地工具,实现 AI 与系统的深度联动
  • 通过自然语言驱动复杂的多步骤自动化任务,代替繁琐手动操作
  • 将多个 MCP 工具组合使用,构建个人专属 AI 工作站
以下安装命令基于项目开发语言和类型自动生成,实际以官方 README 为准。
安装命令
# 方式一:通过 Claude Code CLI 一键安装
claude skill install https://github.com/winyunq/UnrealMotionGraphicsMCP

# 方式二:手动配置 claude_desktop_config.json
{
  "mcpServers": {
    "----mcp": {
      "command": "npx",
      "args": ["-y", "unrealmotiongraphicsmcp"]
    }
  }
}

# 配置文件位置
# macOS: ~/Library/Application Support/Claude/claude_desktop_config.json
# Windows: %APPDATA%/Claude/claude_desktop_config.json
📋 安装步骤说明
  1. 确认已安装 Node.js(v18 或以上版本)
  2. 打开 Claude Desktop 或 Claude Code 的 MCP 配置文件
  3. 按「交给 Agent 安装 → Claude Desktop」标签中的 JSON 配置填入 mcpServers 字段
  4. 保存配置文件并重启 Claude 客户端
  5. 重启后,在对话中即可使用本工具
以下用法示例由 AI Skill Hub 整理,涵盖最常见的使用场景。
常用命令 / 代码示例
# 安装后在 Claude 对话中直接使用
# 示例:
用户: 请帮我用 虚幻引擎MCP 执行以下任务...
Claude: [自动调用 虚幻引擎MCP MCP 工具处理请求]

# 查看可用工具列表
# 在 Claude 中输入:"列出所有可用的 MCP 工具"
以下配置示例基于典型使用场景生成,具体参数请参照官方文档调整。
配置示例
// claude_desktop_config.json 配置示例
{
  "mcpServers": {
    "____mcp": {
      "command": "npx",
      "args": ["-y", "unrealmotiongraphicsmcp"],
      "env": {
        // "API_KEY": "your-api-key-here"
      }
    }
  }
}

// 保存后重启 Claude Desktop 生效
📑 README 深度解析 真实文档 完整度 69/100 含工作流图 查看 GitHub 原文 →
以下内容由系统直接从 GitHub README 解析整理,保留代码块、表格与列表结构。

简介

中文版

UnrealMotionGraphicsMCP

Open-source MCP tools for AI-assisted Unreal Engine UMG authoring.

Web Manual · Quick Start · Protocol Reference · Issues · Discord

License MIT Unreal Engine 5.8 Platform Win64 AgentSeal MCP

---

UnrealMotionGraphicsMCP makes Unreal UMG editing accessible to AI agents through explicit, versionable MCP commands. Instead of asking an agent to guess from screenshots or click through the editor, this plugin exposes the real editor state: widget trees, slot properties, Blueprint graph operations, UI materials, animation tracks, and JSON round-trips.

The open-source plugin is the protocol and editor bridge. It is meant to be readable, debuggable, and useful for research, custom pipelines, issue reports, and community fixes.

Features

1. System Instruction Editor: Modify the global instructions for the AI context. 2. Tool Management: Enable/Disable: Toggle specific MCP tools on or off. Disabled tools are not registered with the MCP server, effectively compressing the context window to prevent AI distraction. Edit Descriptions: Customize tool descriptions (prompts) to better suit your workflow. 3. User Templates (Prompts): Add reusable prompt templates for quick access by the MCP client.

1. Install The Plugin

Clone the open-source plugin into your Unreal project:

cd D:\UE5Project\YourProject
mkdir Plugins
cd Plugins
git clone https://github.com/winyunq/UnrealMotionGraphicsMCP.git UmgMcp

Open the project in Unreal Engine 5.8, enable UmgMcp if needed, and restart the editor so Unreal Build Tool can compile the plugin.

3. Verify The Setup

Run protocol checks without opening a large test scenario:

cd D:\UE5Project\YourProject\Plugins\UmgMcp\Resources\Python
uv run python APITest\Umg_Widget_Protocol_Static_Check.py
uv run python APITest\Blueprint_MCP_Schema_Check.py
uv run python APITest\Material_Protocol_Static_Check.py
uv run python APITest\Animation_Protocol_Static_Check.py

Run an editor bridge smoke test after Unreal Editor is open:

uv run python APITest\UE5_Editor_Imitation.py

If you want a manual virtual environment:

cd D:\UE5Project\YourProject\Plugins\UmgMcp\Resources\Python
uv venv
.\.venv\Scripts\activate
uv pip install "mcp[cli]>=1.4.1" fastmcp uvicorn fastapi "pydantic>=2.6.1" requests
python -c "import mcp, fastapi, pydantic, requests; print('deps ok')"

Quick Start

Current target: Unreal Engine 5.8 on Win64. The plugin descriptor is set to EngineVersion: 5.8.0.

Example Agent Request

Create /Game/UI/WBP_LoginPanel with a centered login card, email and password fields,
a primary submit button, and a subtle material background. Export the final widget JSON
and summarize which MCP tools changed the asset.

Usage Tips

Prompts are crucial for AI tool effectiveness. Use the Prompt Manager to tailor the AI's behavior:

  • One-Click Deployment Mode: If you want the AI to focus solely on generating UI from design, disable all tools except apply_layout and export_umg_to_json.
  • Tutor Mode: If you want the AI to guide you without making changes, keep only read-only tools (e.g., get_widget_tree, get_widget_schema).
  • Context Optimization: For models with smaller context windows, disable tools you aren't currently using to improve speed and accuracy.

Contributions of effective prompt configurations are welcome!

</details>

---

<details> <summary>🏗️ Current Technical Architecture</summary>

The system now primarily relies on the UE5_UMG_MCP plugin for communication between external clients (like this CLI) and the Unreal Engine Editor.

Architecture Diagram:

flowchart LR subgraph "Local Execution Environment" CLI["Gemini CLI"] --"StdIO (JSON-RPC)"--> PY["Python (UmgMcpServer.py)"] end subgraph "Unreal Engine 5" PY --"TCP Socket (JSON)"--> TCP["UmgMcpBridge (C++)"] TCP --> API["Unreal API / UMG"] end

</details>

---

<details> <summary>⚖️ AI Authorship &amp; Disclaimer</summary>

This project has been developed with significant assistance from Gemini, an AI. As such: Experimental Nature: This is an experimental project. Its reliability is not guaranteed. Commercial Use: Commercial use is not recommended without thorough independent validation and understanding of its limitations. * Disclaimer: Use at your own risk. The developers and AI are not responsible for any consequences arising from its use.

</details>

---

Demos

UMG Widget API Status

CategoryAPI NameStatusDescription
**Context & Attention**get_target_umg_assetGet the current active UMG asset path.
set_target_umg_assetSet or create the target UMG asset.
get_last_edited_umg_assetGet the last edited UMG asset path.
get_recently_edited_umg_assetsGet recently edited UMG assets list.
**Sensing & Querying**get_widget_treeGet children of the widget target and show them as a tree (highly token-efficient).
query_widget_propertiesQuery specific properties of a widget.
get_creatable_widget_typesGet all creatable widget classes.
get_widget_schemaGet the property schema of a widget class.
get_layout_dataGet screen-space layout bounding boxes.
check_widget_overlapHiddenDiagnostic compatibility tool; not exposed in the default prompt surface.
**Actions & Modifications**create_widgetCreate a new widget.
delete_widgetExplicitly delete a widget; requires confirm_delete=true.
set_widget_propertiesSet properties of a widget (omit widget_name to target active widget; union write fashion).
reorder_widget_treeReorder existing siblings from a partial tree without creating or deleting widgets.
reparent_widgetConvert/move a widget while preserving children where possible; child-loss cases fail.
save_assetSave the active UMG asset.
apply_layoutApply bulk layout definition (HTML/JSON).
**Hidden Compatibility**export_umg_to_jsonHiddenFull JSON export for debug/compatibility; not part of the default semantic read flow.
apply_json_to_umgHiddenCompatibility bulk JSON apply; prefer apply_layout.

Notes: - UMG writes are append/upsert style: create_widget creates missing widgets and set_widget_properties only overwrites supplied properties. - Deletion is explicit and hardened: delete_widget fails unless confirm_delete=true is supplied.

UMG Blueprint API Status (Transitional)

Blueprint MCP is still node-shaped. It is usable for simple event wiring, but it is not the final high-density bluecode protocol described in Document/BlueprintBluecodeProtocol.md.

CategoryAPI NameStatusDescription
**Context & Attention**set_edit_functionSet the current edit context (Function/Event). Supports auto-creating Custom Events.
set_cursor_nodePartialLow-level cursor escape hatch for branches or repair flows. Prefer set_edit_function + append.
**Sensing & Querying**get_function_nodesPartialTransitional node readback: IDs, node names/classes, and exec flags only.
get_variablesGet list of member variables.
search_function_librarySearch callable libraries (C++/BP). Supports fuzzy search.
**Union Writes**add_step(name)Add executable node by name (e.g. "PrintString"). Auto-wiring and auto-layout supported.
prepare_value(name)Add data node by name (e.g. "MakeLiteralString", "GetVariable").
connect_data_to_pinConnect pins precisely (supports NodeID:PinName format).
add_variableAdd or update a member variable; do not remove unspecified variables.
compile_blueprintCompile and apply changes.
**Hidden Compatibility**delete_variableHiddenBackend compatibility only; hidden from default MCP until deletion requires confirm_delete=true.
delete_nodeHiddenBackend compatibility only; hidden from default MCP until deletion requires confirm_delete=true.

Notes: - Current Blueprint reads are not yet semantically dense enough to answer "read any information" well. - bluecode should introduce code-like read/write, append-only merge semantics, explicit bluecode_delete(confirm_delete=true), and compact compile diagnostics. - Until then, use Blueprint MCP only for narrow event wiring and verify with compile_blueprint plus focused readback.

UMG Sequencer API Status

CommandStatusDescription
set_animation_scopeAnimation target: focus the current animation and auto-create it when missing.
set_widget_scopeWidget target inside the current animation.
get_all_animationsCompact animation list for the active UMG target.
animation_overviewReturns keyframe counts, track counts, key times, and changed properties.
animation_widget_propertiesTimeline view: per-widget property changes (ignores unanimated properties).
animation_time_propertiesTime-slice view: property values at specific times (multi-time supported).
animation_append_widget_tracksAppend/overwrite keys per widget+property (union only, no implicit deletion).
animation_append_time_sliceAppend a diff-style time slice for multiple widgets at a given time.
animation_delete_widget_keysScoped delete for widget+property at specific times (confirm_delete=true required per Issue 15 safety policy).
create_animationCreate or focus an animation with auto naming.
delete_animationExplicit whole-animation delete; requires confirm_delete=true.

Notes: - set_animation_scope/set_widget_scope implement the target/default semantics from the protocol; names are auto-corrected (no "animal" typo) and animations auto-create when missing. - Write paths are union/overwrite only—no implicit deletion. Use animation_delete_widget_keys with confirm_delete=true for scoped removals. - Legacy low-level reads/writes such as get_animation_keyframes, get_animation_full_data, set_property_keys, set_animation_data, remove_property_track, and remove_keys remain backend compatibility commands but are hidden from the default MCP prompt surface. - Responses include counts/timeline context so every default Sequencer MCP returns actionable data.

UMG Material API Status

CommandStatusDescription
hlsl_set_targetLock/create the HLSL target material. New assets default to UI; pass type fields for non-UMG materials.
hlsl_getRead current HLSL code, structured parameters, and the semantic output contract.
hlsl_setUnion-style write for HLSL, parameters, and extra outputs: overwrite existing items and append missing ones.
hlsl_deleteExplicitly delete HLSL parameters or outputs with confirm_delete=true; add kind only when a name is ambiguous.
hlsl_compileCompile current HLSL target and return concise diagnostics for AI post-processing.

UMG Style & Theming API Status (New)

CategoryAPI NameStatusDescription
**Styling**set_widget_style🚧 PlannedSet detailed style (e.g. FButtonStyle) for a specific widget.
**Theming**apply_global_theme🚧 PlannedBatch apply styles and fonts across multiple widgets based on a theme config.
**Assets**style_create_asset🚧 PlannedCreate a standalone Slate Widget Style asset.

---

Troubleshooting

SymptomFix
ConnectionRefusedError, WinError 10061, or WinError 1225Open Unreal Editor first, enable UmgMcp, restart the editor, then reconnect the MCP client.
uv is not recognizedInstall uv, restart the terminal, or create the manual virtual environment shown above.
Plugin does not compileConfirm the project is UE 5.8 Win64, remove stale generated build output for this plugin/project, and let Unreal rebuild.
The wrong widget was editedSet the active UMG target first or pass a full asset path such as /Game/UI/WBP_LoginPanel.WBP_LoginPanel.
🎯 aiskill88 AI 点评 A 级 2026-07-12

高质量MCP工具,适用于UE5游戏开发

⚡ 核心功能

👥 适合人群

Claude Desktop / Claude Code 用户AI 工具开发者需要扩展 AI 能力的专业人士自动化工程师

🎯 使用场景

  • 在 Claude Desktop 对话中直接调用本地工具,实现 AI 与系统的深度联动
  • 通过自然语言驱动复杂的多步骤自动化任务,代替繁琐手动操作
  • 将多个 MCP 工具组合使用,构建个人专属 AI 工作站

⚖️ 优点与不足

✅ 优点
  • +MIT 协议,可免费商用
  • +标准化 MCP 协议,生态互联性强
  • +与 Claude 官方生态无缝对接
  • +即插即用,配置简单快捷
⚠️ 不足
  • 依赖 Claude 客户端,非 Claude 用户无法使用
  • MCP 协议仍在持续演进,接口可能变更
  • 需要一定的配置步骤
⚠️ 使用须知

AI Skill Hub 为第三方内容聚合平台,本页面信息基于公开数据整理,不对工具功能和质量作任何法律背书。

建议在沙箱或测试环境中充分验证后,再部署至生产环境,并做好必要的安全评估。

📄 License 说明

✅ MIT 协议 — 最宽松的开源协议之一,可自由商用、修改、分发,仅需保留版权声明。

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🧩 你可能还需要
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❓ 常见问题 FAQ

参考README.md
💡 AI Skill Hub 点评

AI Skill Hub 点评:虚幻引擎MCP 的核心功能完整,质量优秀。对于Claude Desktop / Claude Code 用户来说,这是一个值得纳入个人工具库的选择。建议先在非生产环境试用,再逐步推广。

⬇️ 获取与下载
⬇ 下载源码 ZIP

✅ MIT 协议 · 可免费商用 · 直接从 aiskill88 服务器下载,无需跳转 GitHub

📚 深入学习 虚幻引擎MCP
查看分步骤安装教程和完整使用指南,快速上手这款工具
🌐 原始信息
原始名称 UnrealMotionGraphicsMCP
Topics mcpaiautomationgamedev
GitHub https://github.com/winyunq/UnrealMotionGraphicsMCP
License MIT
语言 C++
🔗 原始来源
🐙 GitHub 仓库  https://github.com/winyunq/UnrealMotionGraphicsMCP 🌐 官方网站  https://winyunq.github.io/UnrealMotionGraphicsMCP/

收录时间:2026-07-12 · 更新时间:2026-07-12 · License:MIT · AI Skill Hub 不对第三方内容的准确性作法律背书。

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