Drive Unreal Engine 5 from an AI agent: Remote Control API + in-editor Python, no C++ plugin to compile
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# Unreal Engine MCP [](https://github.com/FFZackFair92/unreal-engine-mcp/actions/workflows/ci.yml) [](https://www.python.org/) [](LICENSE) [Italiano](README.it.md) An [MCP](https://modelcontextprotocol.io) server that lets an AI agent drive Unreal Engine 5: create projects, import assets, build levels and Blueprints, configure replication, compile C++, run Play In Editor and package the game. **No C++ plugin to compile.** It uses two plugins that already ship with the engine — *Python Editor Script Plugin* and *Remote Control API* — and talks to the editor over local HTTP. ``` ┌─ LOCAL layer ── processes + public HTTP │ UnrealEditor.exe, UnrealBuildTool, RunUAT, asset downloads Agent ──stdio──▶ MCP │ └─ EDITOR layer ── HTTP :30010 (Remote Control API) └─ ExecutePythonCommandEx → running editor ``` The local layer exists because the Remote Control API only works against an editor that is **already running**: creating a project, launching it, compiling and packaging all have to happen at the process level. - **162 tools** and **5 resources** — [full reference](docs/TOOLS.md) - **435 tests**, none of which need Unreal installed - **[Unreal automation notes](docs/UNREAL-NOTES.md)** — the API traps found the hard way --- ## Requirements - Unreal Engine **5.0 or newer** (developed and tested against 5.8 — see [version compatibility](#unreal-version-compatibility)) - Python 3.10+ - Windows, Linux or macOS. Development happens on Windows, which is where the local layer is exercised most; the Linux and macOS paths (`Build.sh`, `RunUAT.sh`, `pgrep`) are implemented and covered by CI, but less battle-tested. The editor layer is platform-neutral. …
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