mcp.film / 3D, Worlds & VFX / Unreal MCP (Epic Games)
Unreal MCP (Epic Games)
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.
Sample tools
list_toolsetsdescribe_toolsetcall_toolField 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.
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Pairs well with
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