Bonchellon eba71c4ca8 Unified, portable Unreal Engine MCP system plugin
Merge of the two project copies into one self-contained plugin (the superset:
variable_op + variables.py, full pcg_op runtime/declarative/preset ops, the
CreateWidgetFloatAnimation widget tool, and full Voxel graph authoring).

Made fully project- and machine-agnostic — no hardcoded paths:
- New src/projectPaths.js auto-detects the host .uproject (walk-up), project
  name, Editor build target, log file, and engine install (EngineAssociation
  via launcher manifest/registry, else installed-engine scan). All overridable
  via UE_* env vars.
- Rewired buildOrchestrator/insights/launcher/insightsExporter/server.js and the
  Python workers (cpp_scaffold, live_coding, apply_graph, console) off the old
  C:/Github/ihy, IHY*, E:/UE_Versions and UE_5.7 literals onto the resolver.
- Voxel made optional: Build.cs auto-detects the Voxel plugin (env
  UE_MCP_WITH_VOXEL override) and the C++ compiles to stubs under WITH_MCP_VOXEL,
  so the module builds in projects without Voxel; .uplugin marks Voxel optional.
- De-branded the agent-gateway and docs; scrubbed a leaked API key; excluded
  node_modules/Binaries/Intermediate/__pycache__/secrets from the repo.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:07:24 +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. Install the MCP server deps:

    cd Plugins/UEBlueprintMCP
    npm install
    
  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.


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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