# Unreal MCP

Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP...

- Repository: https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin (1839 stars)
- Category: AI and agents
- License: MIT
- Last updated: 2026-10-27
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -g -a claude-code -y`
Codex: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -g -a codex -y`
Cursor: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -g -a cursor -y`
Gemini CLI: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -g -a gemini-cli -y`

## Description

Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word \"Unreal\": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; \"in my game\" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of \"blueprint\"/\"sequencer\"/\"widget\".

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# Unreal MCP

You are wired into a live Unreal Editor through the `unreal-mcp` MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's `ToolsetRegistry`. Use it to inspect and mutate live editor state instead of telling the user to do it manually.

You don't need to memorize tool names. The flow below has you discover them on demand.

The connection can appear as `unreal-mcp-proxy` when the engine's optional proxy is installed. Use that connection for Unreal tools. The proxy keeps Unreal's native tool definitions; it does not introduce replacement discovery or dispatch tools. See `references/setup.md` for installation.

## First step every time: discover the tool you need, then dispatch it via `call_tool`

Tool search is on by default, so the MCP server advertises only three meta-tools for the whole session: `list_toolsets`, `describe_toolset`, and `call_tool`. Tool names like `BlueprintTools.create` or `SequencerTools.create_level_sequence` are **not in `tools/list`**. They are dispatched server-side through `call_tool` and never registered as native MCP tools. This is deliberate. It keeps your context window small and the prompt cache warm.

When you start work:

The rest: https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/blob/HEAD/skills/unreal-mcp/SKILL.md
