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UE5
MCPFree

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
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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

1. Add the EngineWire plugin
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.

2. Connect your client
Edit › Project Settings › Plugins › EngineWire

Native 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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