Unreal MCP (EngineWire)
A comprehensive MCP server that controls Unreal Engine through a native C++ automation-bridge plugin. Supports UE 5.0 to 5.8.
- GitHub stars
- 965 (GitHub stars as of 2026-10-21)
- License
- MIT
- Last commit
- 2026/10/19
- By
- ChiR24
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
MyGame/Plugins/EngineWire/Download EngineWire-plugin-*.zip from the newest v0.6 pre-release and copy the EngineWire folder into your project. Unreal rebuilds it on open; the status bar shows 'MCP off' when loaded.
Edit › Project Settings › Plugins › EngineWireNative HTTP route, no Node.js needed. See the wiki Quick Start for other routes.
Commands are copied from the project's README. Check the repository before running anything on your machine.
What you get
- A native C++ automation bridge
- A native HTTP transport that needs no Node.js
- Prebuilt binary packaging for teams
Good fit
- Active Unreal projects that need a maintained bridge
- Teams that distribute one prebuilt plugin build
Not for
- Mixing engine versions: binaries only load in the engine minor version they were built for
Overview
EngineWire is a maintained alternative to the original Unreal MCP. It runs as a native C++ plugin with its own HTTP transport, supports UE 5.0 to 5.8, and can be packaged once and shared with a team.
Binaries are tied to one engine minor version: a 5.6 build will not load in 5.5, 5.7 or 5.8.
Requirements
- Unreal Engine 5.0 to 5.8
- A project with C++ code (Blueprint-only projects can use prebuilt binaries)
FAQ
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