The editor probe wrote to a project-relative path and assumed the Remote Control editor was the same project the server resolved from disk. When they differ (a different editor is the live RC target), the probe file never matched and the doctor wrongly reported "enable the Python plugin". Now the probe writes to a machine-local temp path (RC is always localhost) and reports the editor's own project, so the doctor: - correctly confirms Python + C++ regardless of which project is resolved - flags a clear "Editor ↔ project" warning when the live editor differs Also use process.exitCode instead of process.exit() in the CLI to avoid a Windows libuv teardown assertion. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Unreal Engine MCP System Plugin
A drop-in Unreal Engine editor plugin that exposes the UE editor to an MCP client (Claude Code, Cursor, etc.) as a rich set of tools: Blueprint graph CRUD, UMG/Slate authoring with a screenshot vision loop, materials, Niagara, PCG (incl. PCGEx), assets, member variables, C++ scaffolding & rebuild, headless asset/scene capture, Unreal Insights analysis, the Project Launcher, and more.
It has two halves that ship together:
| Part | Lives in | What it is |
|---|---|---|
| C++ editor module | Source/UEBlueprintMCPEditor/ |
UEBlueprintMCPEditor — Blueprint function libraries the Python workers call. |
| MCP server | src/ (Node.js) + ue_side/ (Python) |
A stdio MCP server that drives the editor over Remote Control. |
Portable by design. Nothing is hardcoded to a project, user, or machine. The server discovers the host
.uproject, project name, Editor build target, log file, and engine install automatically from where the plugin sits on disk. Every value can still be overridden with an environment variable (below).
Install
-
Clone (or submodule) this repo into your project's
Plugins/folder. The folder name doesn't matter to UE — the plugin is identified byUEBlueprintMCP.uplugin:<YourProject>/Plugins/UEBlueprintMCP/ <- this repo -
Enable the engine plugins it builds against (most are on by default): Python Editor Script Plugin, Remote Control API, Niagara. (Voxel is optional — see below.)
-
Generate project files and build the editor (the plugin has a C++ module).
-
In the editor, enable Remote Control and start its web server (
WebControl.StartServer, or setWebControl.EnableServerOnStartup=true). -
Run the setup wizard — it installs deps, confirms the auto-detected project/engine, checks the editor side, and prints the exact client-config snippet to paste:
cd Plugins/UEBlueprintMCP npm run setup(Prefer to do it by hand?
npm install, then point your client atsrc/server.jsas below.) -
Point your MCP client at
src/server.js, e.g.:{ "mcpServers": { "ue-blueprint": { "command": "node", "args": ["<abs-path>/Plugins/UEBlueprintMCP/src/server.js"] } } }Call
ping_uefirst to confirm the editor is reachable.
First-run check & doctor
The first time the server starts it prints a one-time environment check to its
stderr (visible in your client's MCP logs) and points you at npm run setup if
anything is off. You can re-run the checks any time:
npm run doctor— print the diagnostics report in a terminal.- the
doctorMCP tool — same checks from inside a session, so the assistant can diagnose and guide you.
The wizard pins any overrides (project dir, engine dir, Remote Control URL, ...)
to a git-ignored mcp.config.json. Precedence everywhere is env var > config >
auto-detect.
Zero-config path resolution
src/projectPaths.js resolves everything from the plugin's location:
- Project — walks up from the plugin to the nearest
*.uproject. - Project name / Editor target / log file — derived from that
.uproject(<Name>,<Name>Editor,Saved/Logs/<Name>.log). - Engine — read from the project's
EngineAssociation, resolved via the Epic launcher manifest / registry, falling back to a scan of installed engines.
Environment overrides
| Variable | Overrides |
|---|---|
UE_PROJECT_DIR |
the .uproject parent folder |
UE_UPROJECT_NAME |
e.g. MyGame.uproject |
UE_BUILD_TARGET |
e.g. MyGameEditor |
UE_BUILD_CONFIG |
build config (default Development) |
UE_ENGINE_DIR |
engine root (the folder containing /Engine) |
UE_INSIGHTS_EXE |
full path to UnrealInsights.exe |
UE_REMOTE_CONTROL_URL |
Remote Control base URL (default http://127.0.0.1:30010) |
UE_MCP_WITH_VOXEL |
1/0 to force the optional Voxel integration on/off |
Optional: Voxel integration
The voxel_graph_op tool authors Voxel Plugin graphs.
Voxel is heavy and most projects don't have it, so the plugin compiles with or
without it:
- The build auto-detects the Voxel plugin. If present, voxel support is enabled
(
WITH_MCP_VOXEL=1); otherwise the C++ compiles to stubs andvoxel_graph_opreturns a "Voxel not enabled" error. - Force it with
UE_MCP_WITH_VOXEL=1(errors if Voxel is missing) or disable withUE_MCP_WITH_VOXEL=0.
Optional: in-engine agent gateway
agent-gateway/ is a small HTTP gateway that lets an in-engine WebBrowser widget
talk to the MCP server through the Claude Agent SDK. It is not required for
MCP clients — see agent-gateway/README.md. Copy agent-gateway/auth.env.example
to agent-gateway/auth.env and add your token; that file is git-ignored.
Docs
UI_WORKFLOW.md— the mandatory protocol for any UMG/UI work (theme tokens, components, the screenshot vision loop).FUTURE_MCP_TOOLS.md— backlog of tool ideas.