# Unreal MCP (Model Context Protocol)
🚀 **The most advanced and powerful server for Unreal Engine integration via the Model Context Protocol (MCP).**
Transform your Unreal Engine workflow with AI-powered automation, blueprint generation, and intelligent development assistance.
## 🎯 Quick Setup
### Prerequisites
- **Python 3.10+**
- **Unreal Engine 5+**
- **uvx installed**
- **MCP Client** (Claude Desktop, Cursor, or Windsurf)
### Installation
1. **Download Unreal Engine Plugin:**
> 📦 **Plugin Download:** *Link will be updated in next version*
2. **Configure MCP Client:**
Add this configuration to your MCP client settings:
```json
{
"mcpServers": {
"unreal-mcp": {
"command": "uvx",
"args": [
"--from",
"gamewave-unreal-mcp",
"unreal-mcp"
]
}
}
}
```
**For Friday** Already configured. Download it here: https://gamewave.dev/
**For Claude Desktop:** Add to `%APPDATA%\Claude\claude_desktop_config.json`
**For Cursor:** Add to your Cursor MCP settings
**For Windsurf:** Add to your Windsurf MCP configuration
4. **Launch Unreal Engine** and start your MCP client!
## ✨ Features
### 🖥️ Client Support
- **✅ Friday Custom Desktop App Support**
### 🛠️ Blueprint Development
- **✅ Create blueprints** with custom parent classes
- **✅ Add & configure components** (StaticMesh, Camera, Light, etc.)
- **✅ Set component properties** and static mesh assets
- **✅ Configure physics properties** (simulation, gravity, mass, damping)
- **✅ Set Pawn-specific properties** (auto possess, rotation control, damageability)
- **✅ Compile Blueprints** and set class default properties
- **✅ Add variables** of any type (Boolean, Integer, Float, Vector, Struct, Array, Delegate, Blueprint references)
- **✅ Add interfaces** to Blueprints and create Blueprint Interfaces
- **✅ Add custom event nodes** and call BlueprintCallable functions by name
- **✅ List all components** (including inherited) for inspection and automation
- **✅ Dynamic Blueprint Action Discovery** - discover available actions for specific pin types, classes, and hierarchies
- **✅ Intelligent Node Creation** - create Blueprint nodes using discovered action names from Unreal's action database
- **✅ Pin Requirement Analysis** - get detailed information about node pins and their type requirements
- **✅ Class Hierarchy Exploration** - explore complete functionality across inheritance chains
### 🔗 Blueprint Node Graph
- **✅ Add event nodes** for standard events (BeginPlay, Tick) and input actions
- **✅ Add custom event nodes** and create function call nodes with target components and parameters
- **✅ Connect nodes** with proper pin linkages for execution and data flow
- **✅ Add variables** with various types (Boolean, Integer, Float, Vector, Struct, etc.)
- **✅ Create component references** and self references in the graph
- **✅ Find and identify nodes** in the Blueprint graph by type/event
- **✅ Get variable type information** for automation
- **✅ Build complete gameplay logic chains** through the Blueprint visual scripting system
### 🎮 Actor/Level/Scene Control
- **✅ Spawn/Delete Actors** and shapes
- **✅ Move, rotate and scale** objects
- **✅ Query actor properties** and find actors by name or pattern
- **✅ List all actors** in the current level
- **✅ Set and query light properties** (intensity, color, attenuation, shadows, source size)
- **✅ Spawn actors** from Blueprint classes with custom transforms
- **🚧 Change materials and color** (coming soon)
### 🤖 AI Integration
- **🛠️ Prompt to 3D model** fetch and spawn (in development)
### ⚙️ Control Systems
- **✅ Run Python scripts** directly in Unreal
- **🚧 Run Console Commands** (coming soon)
### 🎨 UI Development
- **✅ Create UMG Widget Blueprints** for building user interfaces
- **✅ Add and customize UI components** (text, buttons, images, checkboxes, sliders, etc.)
- **✅ Add any widget component type** to a widget
- **✅ Create complex layouts** with scrollboxes, borders, containers, and nested hierarchies
- **✅ Set up event bindings** and property bindings for dynamic UI
- **✅ Add widgets to viewport** with z-ordering control
- **✅ Set and query widget component properties** (text, color, brush, etc.)
- **✅ Change widget placement, size, and alignment**
- **✅ Check for component existence** and get hierarchical layout information
- **✅ Get container dimensions** for layout automation
### 📁 Project Management
- **✅ Create and organize** content browser folders for asset management
- **✅ Create project folders** for non-content files (logs, intermediate, etc.)
- **✅ Set up input mappings** for keyboard, mouse, and gamepad controls
- **✅ Enhanced Input System:** Create Input Action assets with value types (Digital, Analog, Axis2D, Axis3D)
- **✅ Enhanced Input System:** Create Input Mapping Context assets for organized input handling
- **✅ Enhanced Input System:** Add key mappings between contexts and actions with modifier support
- **✅ Enhanced Input System:** List and query Enhanced Input Actions and Mapping Contexts with metadata
- **✅ Enhanced Input System:** Full integration with UE 5.5+ Enhanced Input architecture
- **✅ Create, update, and inspect** Unreal structs
- **✅ List folder contents** for project and content folders
### 🎛️ Editor Controls
- **✅ Focus viewport** on specific actors or locations with custom distance
- **✅ Control viewport camera** orientation with precise angle settings
- **✅ Find actors in the scene** using name pattern matching and wildcards
- **✅ Access and modify** actor properties through the editor interface
- **✅ Create and configure** different light types (Point, Spot, Directional)
- **✅ Adjust light properties** (intensity, color, attenuation, shadows, source size)
- **✅ Spawn Blueprint actors** with custom logic and components
## Full Setup with the most powerful agent for Unreal Engine
- **visit gamewave.dev**
## 📝 License
This project is licensed under the GNU General Public License v3.0 - see the [LICENSE](LICENSE) file for details.
## 🤝 Support
- **Email:** fridayue5@gmail.com
- **Issues:** Create an issue in this repository
- **Documentation:** Check the `/docs` folder for detailed guides
---
**⚡ Transform your Unreal Engine development with the power of AI!**
Made with ❤️ by GameWave
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"description": "# Unreal MCP (Model Context Protocol)\r\n\r\n\ud83d\ude80 **The most advanced and powerful server for Unreal Engine integration via the Model Context Protocol (MCP).**\r\n\r\nTransform your Unreal Engine workflow with AI-powered automation, blueprint generation, and intelligent development assistance.\r\n\r\n## \ud83c\udfaf Quick Setup\r\n\r\n### Prerequisites\r\n- **Python 3.10+** \r\n- **Unreal Engine 5+** \r\n- **uvx installed**\r\n- **MCP Client** (Claude Desktop, Cursor, or Windsurf)\r\n\r\n### Installation\r\n\r\n1. **Download Unreal Engine Plugin:**\r\n > \ud83d\udce6 **Plugin Download:** *Link will be updated in next version*\r\n\r\n2. **Configure MCP Client:**\r\n \r\n Add this configuration to your MCP client settings:\r\n \r\n ```json\r\n {\r\n \"mcpServers\": {\r\n \"unreal-mcp\": {\r\n \"command\": \"uvx\",\r\n \"args\": [\r\n \"--from\",\r\n \"gamewave-unreal-mcp\",\r\n \"unreal-mcp\"\r\n ]\r\n }\r\n }\r\n }\r\n ```\r\n\r\n **For Friday** Already configured. Download it here: https://gamewave.dev/\r\n **For Claude Desktop:** Add to `%APPDATA%\\Claude\\claude_desktop_config.json` \r\n **For Cursor:** Add to your Cursor MCP settings \r\n **For Windsurf:** Add to your Windsurf MCP configuration\r\n\r\n4. **Launch Unreal Engine** and start your MCP client!\r\n\r\n## \u2728 Features\r\n\r\n### \ud83d\udda5\ufe0f Client Support\r\n- **\u2705 Friday Custom Desktop App Support**\r\n\r\n### \ud83d\udee0\ufe0f Blueprint Development \r\n- **\u2705 Create blueprints** with custom parent classes\r\n- **\u2705 Add & configure components** (StaticMesh, Camera, Light, etc.)\r\n- **\u2705 Set component properties** and static mesh assets\r\n- **\u2705 Configure physics properties** (simulation, gravity, mass, damping)\r\n- **\u2705 Set Pawn-specific properties** (auto possess, rotation control, damageability)\r\n- **\u2705 Compile Blueprints** and set class default properties\r\n- **\u2705 Add variables** of any type (Boolean, Integer, Float, Vector, Struct, Array, Delegate, Blueprint references)\r\n- **\u2705 Add interfaces** to Blueprints and create Blueprint Interfaces\r\n- **\u2705 Add custom event nodes** and call BlueprintCallable functions by name\r\n- **\u2705 List all components** (including inherited) for inspection and automation\r\n- **\u2705 Dynamic Blueprint Action Discovery** - discover available actions for specific pin types, classes, and hierarchies\r\n- **\u2705 Intelligent Node Creation** - create Blueprint nodes using discovered action names from Unreal's action database\r\n- **\u2705 Pin Requirement Analysis** - get detailed information about node pins and their type requirements\r\n- **\u2705 Class Hierarchy Exploration** - explore complete functionality across inheritance chains\r\n\r\n### \ud83d\udd17 Blueprint Node Graph\r\n- **\u2705 Add event nodes** for standard events (BeginPlay, Tick) and input actions\r\n- **\u2705 Add custom event nodes** and create function call nodes with target components and parameters\r\n- **\u2705 Connect nodes** with proper pin linkages for execution and data flow\r\n- **\u2705 Add variables** with various types (Boolean, Integer, Float, Vector, Struct, etc.)\r\n- **\u2705 Create component references** and self references in the graph\r\n- **\u2705 Find and identify nodes** in the Blueprint graph by type/event\r\n- **\u2705 Get variable type information** for automation\r\n- **\u2705 Build complete gameplay logic chains** through the Blueprint visual scripting system\r\n\r\n### \ud83c\udfae Actor/Level/Scene Control\r\n- **\u2705 Spawn/Delete Actors** and shapes\r\n- **\u2705 Move, rotate and scale** objects\r\n- **\u2705 Query actor properties** and find actors by name or pattern\r\n- **\u2705 List all actors** in the current level\r\n- **\u2705 Set and query light properties** (intensity, color, attenuation, shadows, source size)\r\n- **\u2705 Spawn actors** from Blueprint classes with custom transforms\r\n- **\ud83d\udea7 Change materials and color** (coming soon)\r\n\r\n### \ud83e\udd16 AI Integration\r\n- **\ud83d\udee0\ufe0f Prompt to 3D model** fetch and spawn (in development)\r\n\r\n### \u2699\ufe0f Control Systems\r\n- **\u2705 Run Python scripts** directly in Unreal\r\n- **\ud83d\udea7 Run Console Commands** (coming soon)\r\n\r\n### \ud83c\udfa8 UI Development\r\n- **\u2705 Create UMG Widget Blueprints** for building user interfaces\r\n- **\u2705 Add and customize UI components** (text, buttons, images, checkboxes, sliders, etc.)\r\n- **\u2705 Add any widget component type** to a widget\r\n- **\u2705 Create complex layouts** with scrollboxes, borders, containers, and nested hierarchies\r\n- **\u2705 Set up event bindings** and property bindings for dynamic UI\r\n- **\u2705 Add widgets to viewport** with z-ordering control\r\n- **\u2705 Set and query widget component properties** (text, color, brush, etc.)\r\n- **\u2705 Change widget placement, size, and alignment**\r\n- **\u2705 Check for component existence** and get hierarchical layout information\r\n- **\u2705 Get container dimensions** for layout automation\r\n\r\n### \ud83d\udcc1 Project Management\r\n- **\u2705 Create and organize** content browser folders for asset management\r\n- **\u2705 Create project folders** for non-content files (logs, intermediate, etc.)\r\n- **\u2705 Set up input mappings** for keyboard, mouse, and gamepad controls\r\n- **\u2705 Enhanced Input System:** Create Input Action assets with value types (Digital, Analog, Axis2D, Axis3D)\r\n- **\u2705 Enhanced Input System:** Create Input Mapping Context assets for organized input handling\r\n- **\u2705 Enhanced Input System:** Add key mappings between contexts and actions with modifier support\r\n- **\u2705 Enhanced Input System:** List and query Enhanced Input Actions and Mapping Contexts with metadata\r\n- **\u2705 Enhanced Input System:** Full integration with UE 5.5+ Enhanced Input architecture\r\n- **\u2705 Create, update, and inspect** Unreal structs\r\n- **\u2705 List folder contents** for project and content folders\r\n\r\n### \ud83c\udf9b\ufe0f Editor Controls\r\n- **\u2705 Focus viewport** on specific actors or locations with custom distance\r\n- **\u2705 Control viewport camera** orientation with precise angle settings\r\n- **\u2705 Find actors in the scene** using name pattern matching and wildcards\r\n- **\u2705 Access and modify** actor properties through the editor interface\r\n- **\u2705 Create and configure** different light types (Point, Spot, Directional)\r\n- **\u2705 Adjust light properties** (intensity, color, attenuation, shadows, source size)\r\n- **\u2705 Spawn Blueprint actors** with custom logic and components\r\n\r\n## Full Setup with the most powerful agent for Unreal Engine\r\n\r\n- **visit gamewave.dev** \r\n\r\n## \ud83d\udcdd License\r\n\r\nThis project is licensed under the GNU General Public License v3.0 - see the [LICENSE](LICENSE) file for details.\r\n\r\n## \ud83e\udd1d Support\r\n\r\n- **Email:** fridayue5@gmail.com\r\n- **Issues:** Create an issue in this repository\r\n- **Documentation:** Check the `/docs` folder for detailed guides\r\n\r\n---\r\n\r\n**\u26a1 Transform your Unreal Engine development with the power of AI!** \r\n\r\nMade with \u2764\ufe0f by GameWave\r\n",
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