{
  "slug": "unreal-mcp-epic",
  "name": "Unreal MCP (Epic Games)",
  "vendor": "Epic Games",
  "official": true,
  "category": "3d-vfx",
  "featured": false,
  "tagline": "Epic's first-party in-editor MCP server for Unreal Engine 5.8.",
  "description": "Ships inside the Unreal Editor as the ModelContextProtocol plugin, exposing toolsets that spawn actors, configure lighting, create material instances, inspect widgets, and run automation tests. Discovery is indirect — three meta-tools (list_toolsets, describe_toolset, call_tool) walk a registry of UToolsetDefinition-derived toolsets, so studios can register their own. For virtual production and previz this is the version that will not rot when the engine moves.",
  "capabilities": [
    "3d-scene-control",
    "world-building",
    "virtual-production",
    "previz",
    "automation-testing"
  ],
  "tools_sample": [
    "list_toolsets",
    "describe_toolset",
    "call_tool"
  ],
  "install": {
    "claude_code": "Enable the Unreal MCP and All Toolsets plugins in Edit > Plugins, start the server (Editor Preferences > General > Model Context Protocol > Auto Start Server, or the console command ModelContextProtocol.StartServer), then run ModelContextProtocol.GenerateClientConfig ClaudeCode to write .mcp.json in the project root and launch your agent from there.",
    "remote_url": null,
    "stdio_command": null
  },
  "auth": {
    "type": "none",
    "env_var": null,
    "key_url": "No auth. Requires Unreal Engine 5.8 with the ModelContextProtocol and AllToolsets plugins enabled (Toolset Registry is pulled in as a dependency)"
  },
  "pricing": "free",
  "links": {
    "repo": null,
    "docs": "https://dev.epicgames.com/documentation/unreal-engine/unreal-mcp-in-unreal-editor",
    "site": "https://www.unrealengine.com"
  },
  "added": "2026-08-11",
  "verified": "2026-08-11",
  "notes": "Marked Experimental by Epic: 'use caution when shipping with it', APIs and data formats subject to change, many features incomplete. HTTP and Server-Sent Events only — stdio and WebSocket transports are not supported, so remote-agent setups need their own tunnel. It binds loopback at http://127.0.0.1:8000/mcp (port and path configurable) and rejects non-loopback Origin headers, but Epic states plainly there is 'no authentication layer; the plugin is not safe to expose beyond the local machine' — anything that reaches that port drives your editor. UE 5.8 only; on 5.5-5.7 or for hosted use, see the unreal-engine entry."
}