Unreal Engine MCP runs on your own machine — the client starts it, so there is no endpoint to ping. 225 installs a week from npm. Last commit 16 Sep 2026.
MCP server for Unreal Engine 5 with 23 tools for game development automation.
We read the source, 20 h ago · rules 3dff92dd89df
What this server is able to do. For an MCP server this is often the job itself — a terminal server runs commands because that is what it is for. Listed so you know what you are plugging in, not as an accusation.
return found ? path.join(projectPath, found) : undefined;
const child = spawn(executable, actualArgs, { shell: false, env: childEnv });
Found in continuous integration, deployment or infrastructure files, or in a neighbouring package of the same monorepo. None of this is installed when you add the server: it describes how the project is built and released. We list it because a leaked key in a build pipeline is still a real problem, but it is not something this server does on your machine.
- name: Update package.json
env:
FINAL_VERSION: ${{ steps.final_version.outputs.version }}
Is this your server and something here is wrong? Tell us — corrections are free and do not require a plan.
We found places where it runs commands, builds paths or queries from values it is given. None of that is a flaw by itself — it becomes one when the code changes, and code changes quietly between releases. We re-read it on every one.
This server runs on your own machine — install it with the package manager and the client starts it for you. Package name taken from the official registry entry.
claude mcp add unreal-engine-mcp -- npx -y unreal-engine-mcp-server
{
"mcpServers": {
"unreal-engine-mcp": {
"args": [
"-y",
"unreal-engine-mcp-server"
],
"command": "npx"
}
}
}
[mcp_servers.unreal-engine-mcp]
command = "npx"
args = ["-y", "unreal-engine-mcp-server"]
{
"mcpServers": {
"unreal-engine-mcp": {
"args": [
"-y",
"unreal-engine-mcp-server"
],
"command": "npx"
}
}
}
{
"mcpServers": {
"unreal-engine-mcp": {
"args": [
"-y",
"unreal-engine-mcp-server"
],
"command": "npx"
}
}
}
This one needs environment variables set before it will start:
LOG_LEVEL (Logging level: debug, info, warn, error (default: info)), MCP_ROUTE_STDOUT_LOGS (Route standard output to standard error to avoid protocol corruption (default: true)), UE_PROJECT_PATH (Absolute path to your Unreal .uproject file), UE_EDITOR_EXE (Path to UnrealEditor-Cmd.exe (optional)), UE_SCREENSHOT_DIR (Directory to save screenshots (optional)), MCP_AUTOMATION_PORT (Automation bridge WebSocket port (default: 8091)), MCP_AUTOMATION_HOST (Automation bridge WebSocket host (default: 127.0.0.1). Set to 0.0.0.0 for LAN access (requires MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true)), MCP_AUTOMATION_ALLOW_NON_LOOPBACK (SECURITY: Allow binding to non-loopback addresses (e.g., 0.0.0.0) for LAN access. Only enable if you understand the security implications. (default: false)), MCP_AUTOMATION_CLIENT_MODE (Run as client connecting to UE (false) or server listening for UE (true) (default: false)), MCP_AUTOMATION_USE_TLS (Use wss:// for the automation bridge client connection (default: false)), MCP_CONNECTION_TIMEOUT_MS (Connection timeout in milliseconds (default: 5000)), MCP_REQUEST_TIMEOUT_MS (Request timeout in milliseconds (default: 30000)), MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE (Max inbound automation bridge messages per minute before disconnect (default: 600)), MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE (Max inbound automation request messages per minute before disconnect (default: 120)).
The author declared them in the registry entry; get the values from the project itself.
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Answers built from our own checks of this server.