AI Skill Hub 强烈推荐:unreal-mcp MCP工具 是一款优质的MCP工具。AI 综合评分 8.2 分,在同类工具中表现稳健。如果你正在寻找可靠的MCP工具解决方案,这是一个值得深入了解的选择。
专为虚幻引擎5设计的MCP协议服务器,支持Claude和AI智能体控制UE5开发。提供Python集成接口,让开发者通过自然语言与AI助手协作完成游戏开发任务,适合游戏开发者和AI开发者。
unreal-mcp MCP工具 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。
专为虚幻引擎5设计的MCP协议服务器,支持Claude和AI智能体控制UE5开发。提供Python集成接口,让开发者通过自然语言与AI助手协作完成游戏开发任务,适合游戏开发者和AI开发者。
unreal-mcp MCP工具 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。
# 方式一:通过 Claude Code CLI 一键安装
claude skill install https://github.com/GenOrca/unreal-mcp
# 方式二:手动配置 claude_desktop_config.json
{
"mcpServers": {
"unreal-mcp-mcp--": {
"command": "npx",
"args": ["-y", "unreal-mcp"]
}
}
}
# 配置文件位置
# macOS: ~/Library/Application Support/Claude/claude_desktop_config.json
# Windows: %APPDATA%/Claude/claude_desktop_config.json
# 安装后在 Claude 对话中直接使用 # 示例: 用户: 请帮我用 unreal-mcp MCP工具 执行以下任务... Claude: [自动调用 unreal-mcp MCP工具 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"
// claude_desktop_config.json 配置示例
{
"mcpServers": {
"unreal-mcp_mcp__": {
"command": "npx",
"args": ["-y", "unreal-mcp"],
"env": {
// "API_KEY": "your-api-key-here"
}
}
}
}
// 保存后重启 Claude Desktop 生效
<p align="center"> <img src="https://raw.githubusercontent.com/GenOrca/Screenshot/refs/heads/main/unreal-mcp/logo.png" width="600" alt="Unreal MCP Logo"> </p>
<p align="center"> <strong>Connect AI assistants directly to the Unreal Editor via MCP</strong> </p>
<p align="center"> <a href="https://github.com/GenOrca/unreal-mcp/releases"><img src="https://img.shields.io/github/v/release/GenOrca/unreal-mcp?style=flat-square&color=blue" alt="Release"></a> <a href="LICENSE.txt"><img src="https://img.shields.io/badge/license-Apache--2.0-green?style=flat-square" alt="License"></a> <a href="https://www.unrealengine.com/"><img src="https://img.shields.io/badge/Unreal_Engine-5.6+-black?style=flat-square&logo=unrealengine" alt="Unreal Engine 5.6+"></a> <a href="https://modelcontextprotocol.io/"><img src="https://img.shields.io/badge/MCP-compatible-purple?style=flat-square" alt="MCP Compatible"></a> <a href="https://fab.com/s/aed5f75d50b2"><img src="https://img.shields.io/badge/Fab-Marketplace-orange?style=flat-square" alt="Fab"></a> </p>
<p align="center"> <a href="#features">Features</a> · <a href="#how-tools-work">How Tools Work</a> · <a href="#extending">Extending</a> · <a href="#installation">Installation</a> · <a href="#usage">Usage</a> · <a href="#tools-reference">Tools Reference</a> · <a href="#troubleshooting">Troubleshooting</a> </p>
---
Unreal MCP connects AI assistants to the Unreal Editor through the Model Context Protocol. Spawn actors, build Blueprint graphs, construct Behavior Trees, design UMG widgets, edit materials, author cinematics — all from natural language.
253 actions across 21 domains, plus execute_python as an escape hatch — run any BlueprintCallable function or editor subsystem the engine exposes to Python, on the fly.
Easy to extend. Adding an action is a Python function plus a catalog regen — no C++ and no editor rebuild on the Python path. When you need something Python doesn't expose (e.g. reference-skeleton bones), an optional C++ helper layer is there too. See CLAUDE.md for the step-by-step workflow.
<p align="center"> <a href="https://youtu.be/V7KyjzFlBLk?si=QaqVqmt6YL59DHg4"> <img src="https://img.youtube.com/vi/V7KyjzFlBLk/hqdefault.jpg" width="600" alt="Watch the demo"> </a> <br> <sub>Click to watch the demo on YouTube</sub> </p>
Each row is one namespace tool. The action set is large but the tool list stays small, so it never bloats the model's context. 253 actions across 21 domains.
| Domain | Capabilities | Actions |
|---|---|---|
| **actor** | Spawn (class/object/surface raycast), transform get/set, properties, live component properties, hierarchy (attach/detach), folders, tags, bounds, selection, duplication, class queries. | 36 |
| **asset** | Duplicate/rename/delete/save, list, dependencies & referencers, metadata tags, directories, search, FBX import/export, texture import, glTF/glb import. | 21 |
| **material** | Create materials & instances, author expression graphs, connect to material properties, MI parameters (scalar/vector/texture/switch), reparent, auto-layout, introspection. | 20 |
| **blueprint** | Create Blueprints, read/build graphs, add/connect/remove nodes, member variables (+ flags), SCS components, compile, auto-layout. | 19 |
| **util** | Run arbitrary Unreal Python, console commands, CVar get/set, world↔screen projection, viewport camera, PIE control, project info, class/enum reflection, output log, log verbosity, LiveCoding compile. | 19 |
| **animation** | AnimSequence info, notify tracks, sync markers, float curves; SkeletalMesh sockets & bones (C++-backed); skeleton info. | 17 |
| **umg** | Create Widget Blueprints, add/remove widgets, reparent/wrap/replace, properties, slot layout, text style, event binding, compile. | 15 |
| **level_sequence** | Create cinematics, camera with Camera Cut track, spawnable/possessable bindings, transform & skeletal-anim tracks, keyframes, Sequencer open/close. | 13 |
| **behavior_tree** | Create & read Behavior Trees, Blackboard keys, build complete BT hierarchies. | 12 |
| **editor** | Selection, material/mesh replacement, Blueprint-based replacement, actor merge/join, Proxy Geometry baking, asset-editor open/get/close. | 12 |
| **static_mesh** | Mesh info (LODs/tris/verts), LOD generation & reuse, materials, collision (simple/convex/per-LOD). | 12 |
| **gas** | Gameplay Ability System: Ability/Effect Blueprint authoring, effect modifiers, costs & cooldowns, gameplay tags. | 11 |
| **data_table** | Create DataTables, read/write rows (JSON/CSV), columns, row management. | 8 |
| **level** | Create/open levels, list actors, world settings, current-level path, save. | 7 |
| **control_rig** | Create Control Rigs (bones imported from a mesh), hierarchy authoring, RigVM unit nodes, recompile. | 6 |
| **layer** | Create/delete layers, assign actors, list layer contents. | 6 |
| **retarget** | IK Rig & IK Retargeter authoring, chain auto-mapping, batch animation retargeting. | 6 |
| **anim_blueprint** | Create Animation Blueprints (skeleton-bound), AnimGraph sequence player + locomotion state machine authoring (C++-backed). | 4 |
| **game** | Game mode, Enhanced Input actions & mappings. | 3 |
| **texture** | Texture info, sRGB and compression settings. | 3 |
| **vision** | Capture the viewport / any pose / auto-framed actors as MCP Images with on-image actor labels — the assistant sees and identifies the scene. | 3 |
Option A: Download from GitHub Releases (Recommended)
Each release ships two kinds of plugin asset. Most users want the precompiled one for their exact engine version:
UnrealMCPython_<engine>_<version>.zip (e.g. UnrealMCPython_5.8_2.2.0.zip) — precompiled for that exact UE version. No C++ toolchain, no rebuild — just drop it in and launch. Pick the one matching your engine version.UnrealMCPython_Source_<version>.zip — source only, for C++ developers (the CI release pipeline runs on Linux and does not compile the C++ module). Unreal tries to compile it on first open, which requires Visual Studio with the "Game development with C++" workload. Without that toolchain the build fails and the editor closes — so don't use this one unless you intend to compile.Extract, then copy Plugins/UnrealMCPython/ into your project's Plugins/ folder:
YourProject/
└── Plugins/
└── UnrealMCPython/
├── Binaries/ (precompiled zip only)
├── Source/
├── Content/
└── UnrealMCPython.uplugin
Keep the mcp-server/ folder from the zip in a convenient location — you'll need its path in Step 3.
[!NOTE] Precompiled binaries are engine-version-specific. If there's no_<your engine>_zip for your version, either ask for one in an issue or use the source zip and let Unreal compile it on first open (Windows: Visual Studio with the "Game development with C++" workload). Maintainers build the per-version binaries locally withtools/build-plugin.ps1(the CI pipeline can't — GitHub-hosted runners have no Unreal Engine).
[!WARNING] Seeing'UnrealMCPython' was designed for build 5.7.0 … load anyway?or a rebuild that fails and closes the editor? You downloaded the source zip (or a binary for a different engine version). Download theUnrealMCPython_<your engine>_<version>.zipthat matches your engine instead — it loads without compiling. (Source builds from releases ≤ 2.2.0 also pin an old engine version; this is fixed onmain.)
Option B: Install from Fab
[!NOTE] The Fab version may lag behind the latest GitHub release. After installing from Fab, you still need the mcp-server/ folder from this repository.
Just describe what you want in natural language:
"Place 10 trees randomly on the terrain surface"
"Find all static meshes with 'rock' in the name"
"Create M_Ground, add a Constant3Vector for base color, and connect it"
"Explain what the selected Blueprint nodes do"
"Create BP_Door from Actor, add a bool 'IsOpen' variable exposed on spawn"
"Build a Behavior Tree with a Selector root and MoveTo/Wait tasks"
"Create a HUD widget with a health bar and a 'Score: 0' label"
"Make a 6-second level sequence with a CineCamera flying from (0,0,200) to (1200,600,500)"
"Tag all PointLights in the level and move them to a 'Lighting' layer"
Add the server to your MCP client config:
{
"mcpServers": {
"unreal-mcpython": {
"command": "uv",
"args": [
"--directory",
"C:/absolute/path/to/unreal-mcp/mcp-server",
"run",
"src/unreal_mcp/main.py"
]
}
}
}
[!IMPORTANT] Replace the path with the actual absolute path to your mcp-server folder.
<details> <summary>Config file locations by client</summary>
| Client | Path |
|---|---|
| **Claude Desktop** (Windows) | %APPDATA%\Claude\claude_desktop_config.json |
| **Claude Desktop** (macOS) | ~/Library/Application Support/Claude/claude_desktop_config.json |
| **VS Code / Cursor** | .vscode/mcp.json in your workspace |
</details>
Pass any action below to its domain tool. Use { "action": "list_actions" } on a domain to see each action's parameters and docs.
<details> <summary><strong>actor</strong> (36)</summary>
add_actor_tag · attach_actor · delete_by_label · detach_actor · duplicate_actor · duplicate_selected · get_actor_bounds · get_actor_folder · get_actor_tags · get_actors_of_class · get_all_details · get_attached_actors · get_component_property · get_in_view_frustum · get_property · get_selected_actors · get_transform · invert_selection · line_trace · list_actor_components · list_all_with_locations · remove_actor_tag · rename_actor · select_actors · select_all · set_actor_folder · set_actor_hidden · set_component_property · set_location · set_property · set_rotation · set_scale · set_transform · spawn_from_class · spawn_from_object · spawn_on_surface_raycast
</details>
<details> <summary><strong>asset</strong> (21)</summary>
asset_exists · delete_asset · delete_directory · duplicate_asset · export_fbx · find_by_query · find_referencers · get_asset_info · get_dependencies · get_gltf_import_status · get_metadata_tag · get_static_mesh_details · import_fbx · import_gltf · import_texture · list_assets · make_directory · remove_metadata_tag · rename_asset · save_asset · set_metadata_tag
</details>
<details> <summary><strong>material</strong> (20)</summary>
connect_expressions · connect_property · create_expression · create_material · create_material_instance · delete_expression · get_material_info · get_mi_scalar_param · get_mi_static_switch · get_mi_texture_param · get_mi_vector_param · layout_expressions · list_parameters · recompile · set_expression_property · set_instance_parent · set_mi_scalar_param · set_mi_static_switch · set_mi_texture_param · set_mi_vector_param
</details>
<details> <summary><strong>blueprint</strong> (19)</summary>
add_blueprint_node · add_component_to_blueprint · add_variable · auto_layout_graph · build_blueprint_graph · compile_blueprint · connect_blueprint_pins · create_blueprint · get_blueprint_graph_info · get_selected_bp_node_infos · get_selected_bp_nodes · list_blueprint_components · list_blueprint_variables · list_callable_functions · remove_blueprint_node · remove_component_from_blueprint · set_blueprint_node_position · set_component_property · set_variable_flags
</details>
<details> <summary><strong>util</strong> (19)</summary>
execute_console_command · execute_python · get_cvar · get_output_log · get_project_info · get_viewport_camera · is_in_pie · list_class_properties · list_enum_values · livecoding_compile · print_message · save_all_dirty · screen_to_world · set_cvar · set_log_verbosity · set_viewport_camera · start_pie · stop_pie · world_to_screen
</details>
<details> <summary><strong>animation</strong> (17)</summary>
add_float_curve · add_notify_track · add_socket · add_sync_marker · find_socket · get_anim_sequence_info · get_skeletal_mesh_info · get_skeleton_info · list_bones · list_curves · list_notifies · list_notify_tracks · list_sockets · list_sync_markers · remove_curve · remove_notify_track · remove_socket
</details>
<details> <summary><strong>umg</strong> (15)</summary>
add_widget · bind_widget_event · compile_widget_blueprint · create_widget_blueprint · get_widget_blueprint_info · get_widget_property · list_widget_events · remove_widget · reparent_widget · replace_widget · set_slot_layout · set_text_style · set_widget_properties · set_widget_property · wrap_widget
</details>
<details> <summary><strong>level_sequence</strong> (13)</summary>
add_anim_track · add_camera · add_possessable · add_spawnable_from_class · add_transform_keyframe · add_transform_track · close_sequencer · convert_binding · create_level_sequence · get_sequence_info · open_in_sequencer · remove_binding · set_playback_range
</details>
<details> <summary><strong>behavior_tree</strong> (12)</summary>
add_blackboard_key · build_behavior_tree · create_behavior_tree · create_blackboard · get_behavior_tree_structure · get_blackboard_data · get_bt_node_details · get_selected_bt_nodes · list_behavior_trees · list_bt_node_classes · remove_blackboard_key · set_blackboard_to_behavior_tree
</details>
<details> <summary><strong>editor</strong> (12)</summary>
close_asset_editor · create_proxy_actor · get_open_assets · get_selected_assets · join_actors · merge_actors · open_editor_for_asset · replace_mesh_on_selected · replace_mesh_on_specified · replace_mtl_on_selected · replace_mtl_on_specified · replace_selected_with_bp
</details>
<details> <summary><strong>static_mesh</strong> (12)</summary>
add_simple_collision · get_collision_info · get_lod_screen_sizes · get_static_mesh_info · list_static_mesh_materials · remove_collisions · remove_lods · set_convex_collision · set_lod_for_collision · set_lod_from_static_mesh · set_lods · set_static_mesh_material
</details>
<details> <summary><strong>gas</strong> (11)</summary>
add_effect_modifier · add_gameplay_tag · clear_effect_modifiers · create_ability_blueprint · create_effect_blueprint · get_ability_info · get_effect_info · list_gameplay_tags · set_ability_costs · set_ability_tags · set_effect_duration
</details>
<details> <summary><strong>data_table</strong> (8)</summary>
create_data_table · does_row_exist · export_to_csv · get_column_names · get_row_names · get_rows_as_json · remove_row · set_rows_from_json
</details>
<details> <summary><strong>level</strong> (7)</summary>
create_level · get_current_level_path · list_level_actors · load_level · save_all_levels · save_current_level · set_world_settings
</details>
<details> <summary><strong>control_rig</strong> (6)</summary>
add_rig_bone · add_rig_null · add_unit_node · create_control_rig · get_control_rig_info · recompile_control_rig
</details>
<details> <summary><strong>layer</strong> (6)</summary>
add_actor_to_layer · create_layer · delete_layer · get_actors_in_layer · list_layers · remove_actor_from_layer
</details>
<details> <summary><strong>retarget</strong> (6)</summary>
add_retarget_chain · auto_map_chains · batch_retarget · create_ik_rig · create_retargeter · get_ik_rig_info
</details>
<details> <summary><strong>anim_blueprint</strong> (4)</summary>
add_anim_graph_sequence_player · build_anim_state_machine · create_anim_blueprint · get_anim_blueprint_info
</details>
<details> <summary><strong>game</strong> (3)</summary>
add_input_action · add_input_mapping · set_game_mode
</details>
<details> <summary><strong>texture</strong> (3)</summary>
get_texture_info · set_texture_compression · set_texture_srgb
</details>
<details> <summary><strong>vision</strong> (3)</summary>
capture_actors · capture_from · capture_viewport
</details>
| Problem | Solution |
|---|---|
| MCP server not starting | Verify Python 3.11+ and uv are installed |
| Path errors | Check the absolute path in your client config |
| Plugin not visible | Restart UE and confirm both plugins are enabled |
| Tools not showing | Restart your MCP client and verify the config |
| An action errors on params | Call { "action": "list_actions" } on that domain to see exact parameter names |
Unreal MCP 是一个连接 AI 助手直接到 Unreal Editor 的 MCP 的项目。它提供了一个 logo 和简介。
Unreal MCP 提供了多种功能,包括 Actor 操作、级别管理和资产管理。它还提供了 17 个工具来操作 Actor、4 个工具来管理级别和 17 个工具来管理资产。
Unreal MCP 需要 Unreal Engine 5.6+、Python 3.11+ 和 uv 包管理器。它还需要一个 MCP 客户端(如 Claude Desktop、VS Code 等)。
Unreal MCP 的安装步骤包括从 GitHub 克隆源码、从 Fab 安装或使用 Docker 部署。需要注意的是,Fab 版本可能会落后于 GitHub 的最新版本。
Unreal MCP 的使用方法是通过自然语言描述所需的操作,例如“在地形表面随机放置 10 棵树”或“设置 MI_Ground 的底色为深棕色”。
Unreal MCP 的配置需要在 MCP 客户端配置文件中添加服务器信息,包括命令和参数。需要注意的是,需要替换路径以指向实际的 mcp-server 文件夹。
Unreal MCP 提供了多个 API,包括 Actor 操作、级别管理和资产管理。这些 API 提供了 17 个工具来操作 Actor、4 个工具来管理级别和 17 个工具来管理资产。
Unreal MCP 的工作流包括启用插件、配置 MCP 客户端和使用 API。需要注意的是,需要启用 Unreal-MCPython 和 Python Editor Script Plugin 插件,并重启 UE 以确保插件可见。
Unreal MCP 的常见问题包括 MCP 服务器无法启动、路径错误、插件不可见和工具不可见等。解决方法包括检查 Python 和 uv 的安装、检查绝对路径、重启 UE 和确认插件启用等。
创新的虚幻引擎AI集成方案,填补游戏开发AI自动化空白。代码质量良好,文档完善,有较强的实用价值和发展潜力。
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。
✅ Apache 2.0 — 宽松开源协议,可商用,需保留版权声明和 NOTICE 文件,含专利授权条款。
总体来看,unreal-mcp MCP工具 是一款质量优秀的MCP工具,在同类工具中具备一定竞争力。AI Skill Hub 将持续追踪其更新动态,建议收藏备用,结合自身场景选择合适时机引入使用。
| 原始名称 | unreal-mcp |
| 原始描述 | 开源MCP工具:Unreal Engine MCP Server: Control UE5 with Claude & AI Agents. Supports Python a。⭐96 · Python |
| Topics | 虚幻引擎MCP协议游戏开发AI助手Python集成 |
| GitHub | https://github.com/GenOrca/unreal-mcp |
| License | Apache-2.0 |
| 语言 | Python |
收录时间:2026-05-16 · 更新时间:2026-05-19 · License:Apache-2.0 · AI Skill Hub 不对第三方内容的准确性作法律背书。
选择 Agent 类型,复制安装指令后粘贴到对应客户端