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Funplay Unreal MCP — Unreal Editor MCP server: what it does

Connects an AI client to a running Unreal Editor, so the assistant can place actors, build levels and Blueprints, and send back screenshots. Handy when you would rather describe a scene than drag it together.

Install into Claude Code · Platform CLI All methods and platforms ↓
claude mcp add --env FUNPLAY_UNREAL_MCP_URL=<FUNPLAY_UNREAL_MCP_URL> --env UNREAL_MCP_URL=<UNREAL_MCP_URL> --env FUNPLAY_UNREAL_MCP_TOKEN=<FUNPLAY_UNREAL_MCP_TOKEN> --env UNREAL_MCP_TOKEN=<UNREAL_MCP_TOKEN> --transport stdio funplay-unreal-mcp -- npx -y funplay-unreal-mcp
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What Funplay Unreal MCP does

Two pieces make it work. A pure-Python plugin sits inside the editor — nothing to compile — living in Plugins/FunplayMCP/ and pulling in the engine's Python Editor Script Plugin. A small Node.js bridge, funplay-unreal-mcp, is what your client actually talks to: Claude, Codex, Cursor, Copilot, Windsurf, Cline, Zed or Gemini CLI.

The workhorse is execute_python, which runs a snippet inside the editor. Alongside it, search_api, describe_class and inspect_object read the docs shipped with the unreal module, so the assistant works from the real API rather than guessing at it. The default core profile exposes 32 tools; full opens up 97. Resources such as unreal://project/context and prompt templates like level_review come with it.

The server binds http://127.0.0.1:8765/ and falls back to a free port if that one is taken. Its auth token lives in <YourProject>/Saved/FunplayMCP/funplay_mcp_settings.json; POST requests without it are rejected. Editor only — packaged games don't carry the server. Safety checks for execute_python are on by default, and safety_checks=false overrides them for a single call.

What it helps with

  • lay out actors and lighting from a written scene description
  • build a level and a Blueprint without dragging nodes by hand
  • grab a Play-In-Editor screenshot and hand it to the assistant
  • run arbitrary Python in the editor when no dedicated tool fits
  • check the real signature of an unreal class instead of guessing

Example prompts for the agent

  • Call get_project_info and tell me which project is open.
  • Find the API class for static meshes and describe its methods.

How to install Funplay Unreal MCP

Platform CLI

claude mcp add --env FUNPLAY_UNREAL_MCP_URL=<FUNPLAY_UNREAL_MCP_URL> --env UNREAL_MCP_URL=<UNREAL_MCP_URL> --env FUNPLAY_UNREAL_MCP_TOKEN=<FUNPLAY_UNREAL_MCP_TOKEN> --env UNREAL_MCP_TOKEN=<UNREAL_MCP_TOKEN> --transport stdio funplay-unreal-mcp -- npx -y funplay-unreal-mcp

Replace <…> with your own values

Step by step, with commands for each platform: How to add an MCP server to Claude Code, Codex, Cursor, VS Code, Gemini CLI and more

Questions about Funplay Unreal MCP

How do I install Funplay Unreal MCP in Claude Code?

Copy the FunplayMCP/ folder into your project's Plugins/ directory and enable the plugin under Edit → Plugins. Then run `claude mcp add funplay-unreal-mcp -e FUNPLAY_UNREAL_MCP_TOKEN=<FUNPLAY_UNREAL_MCP_TOKEN> -e UNREAL_MCP_TOKEN=<UNREAL_MCP_TOKEN> -- npx -y funplay-unreal-mcp`. Pull the token and endpoint from Tools → Funplay MCP → Log Endpoint + Token.

What does Funplay Unreal MCP do?

It gives an AI assistant access to a live Unreal Editor over MCP: spawning actors, building levels and Blueprints, importing assets, driving Play-In-Editor, capturing screenshots. execute_python is the main execution path.

Does the server ship inside a packaged game?

No. It runs in the editor only, binds to 127.0.0.1, and rejects requests that arrive without the project's auth token.

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