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Unreal MCP (Epic Games)

Officialby Epic Gamesfreeverified Oct 15, 2026

Epic's first-party in-editor MCP server for Unreal Engine 5.8.

What it does

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.

Connect

Connection is set up through the vendor's flow — follow the official connect instructions.

Auth: none — No auth. Requires Unreal Engine 5.8 with the ModelContextProtocol and AllToolsets plugins enabled (Toolset Registry is pulled in as a dependency)

Sample tools

list_toolsetsdescribe_toolsetcall_tool

Field notes

Re-checked 15 Oct 2026: still documented for UE 5.8 and still marked Experimental by Epic: 'use caution when shipping with it', APIs and data formats subject to change. 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 in Editor Preferences, or ModelContextProtocol.StartServer <port>) and rejects non-loopback Origin headers, but has no authentication layer and Epic calls it not safe to expose beyond the local machine — anything that reaches that port drives your editor. GenerateClientConfig also writes configs for Cursor, VSCode, Gemini and Codex (or All). ModelContextProtocol.StopServer and .RefreshTools complete the console surface. UE 5.8 only; on 5.5-5.7 or for hosted use, see the unreal-engine entry.

Also in 3D, Worlds & VFX

Pairs well with