Unreal MCP (Epic)
/unreal-mcp
Act inside an Unreal Engine project through a live editor MCP connection: actors, levels, Blueprints, widgets, materials, Niagara, Control Rig, Sequencer and more.
- GitHub stars
- 1,513 (repository stars as of 2026-10-21)
- License
- MIT
- Last commit
- 2026/09/17
- By
- Epic Games
Part of
Unreal Engine Skills for Claude Code (Epic)
Epic Games' official Claude Code plugin: control the Unreal Editor over MCP, with hundreds of tools across 30+ toolsets, plus skills for writing new toolsets and Agent Skills.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
/plugin install unreal-engine-skills-for-claude-code@claude-plugins-officialIf the official marketplace is missing, run /plugin marketplace add anthropics/claude-plugins-official first.
npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a claude-codeCommands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Bundled 2 reference docs the agent reads when needed
Good fit
- Perform actions inside an Unreal Engine project via a live-editor MCP connection
- Change, query, or run something in their Unreal Engine project, not for conceptual or docs questions
Try this prompt
List all actors in the current level.About this skill
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. 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".
From the unreal-mcp SKILL.md in EpicGames/unreal-engine-skills-for-claude-code-plugin.
What's inside
- First step every time: discover the tool you need, then dispatch it via call_tool
- Safety rules
- Project skills
- Reference files
- Companion skills
Good to know
Published by Epic Games in Anthropic's official Claude Code plugin marketplace. The plugin also adds a SessionStart hook that tells Claude it is working in an Unreal Engine project.
Requirements
- Unreal Editor with the ModelContextProtocol and AllToolsets plugins enabled
- The editor's MCP server running (ModelContextProtocol.StartServer)
- Claude Code
FAQ
More from Unreal Engine Skills for Claude Code (Epic)
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