Bonchellon b04ba768b4 doctor: detect editor↔project mismatch, robust probe path
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>
2026-06-24 01:24:58 +03:00

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

  1. Clone (or submodule) this repo into your project's Plugins/ folder. The folder name doesn't matter to UE — the plugin is identified by UEBlueprintMCP.uplugin:

    <YourProject>/Plugins/UEBlueprintMCP/        <- this repo
    
  2. 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.)

  3. Generate project files and build the editor (the plugin has a C++ module).

  4. In the editor, enable Remote Control and start its web server (WebControl.StartServer, or set WebControl.EnableServerOnStartup=true).

  5. 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 at src/server.js as below.)

  6. 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_ue first 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 doctor MCP 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 and voxel_graph_op returns a "Voxel not enabled" error.
  • Force it with UE_MCP_WITH_VOXEL=1 (errors if Voxel is missing) or disable with UE_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.
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