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MCP server exposing UE5 editor automation to Claude

Project description

UE5MCP

MCP server exposing UE5 Remote Control API to Claude.

Quick Start

Option A — uvx (recommended)

No Python installation needed. Requires uv (one-time install, ~10 seconds).

Add to your claude_desktop_config.json:

{
  "mcpServers": {
    "ue5mcp": {
      "command": "uvx",
      "args": ["ue5mcp"]
    }
  }
}

To override a port: add an "env" block, e.g. "UE5_PORT": "30020".

Option B — Windows .exe

  1. Download ue5mcp.exe from GitHub Releases
  2. Double-click to run — server starts on 127.0.0.1:8000
  3. Add to claude_desktop_config.json:
{
  "mcpServers": {
    "ue5mcp": {
      "command": "C:\\path\\to\\ue5mcp.exe"
    }
  }
}

UE5 side (both options)

  1. Enable the Remote Control plugin in UE5 (Edit → Plugins → search "Remote Control" → Enable → restart)
  2. Copy UnrealMCP/ into your project's Plugins/ folder, regenerate project files, rebuild

build (contributors)

Stack

Runtime: Python 3.10+ Deps: mcp>=1.0.0, httpx>=0.27.0, starlette>=0.27.0, uvicorn>=0.27.0, python-dotenv>=1.0.0

Installation

pip install -r requirements.txt
python server.py

Tests

pytest tests/

Project Structure

  • server.py → MCP entry, tool registry
  • ue5_client.py → all HTTP to UE5
  • ue5_plugin_client.py → socket transport to UnrealMCP plugin
  • tools/ → tool implementations
  • knowledge/ → object paths + console cmd index
  • UnrealMCP/ → UE5 plugin scaffold

Conventions

  • async/await throughout
  • all UE5 calls via ue5_client.py or ue5_plugin_client.py
  • new tools go in tools/, register in server.py
  • object paths: /Game/Maps/Level.Level:PersistentLevel.ActorName

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