Ue Mcp — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited Ue Mcp (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
A comprehensive Model Context Protocol (MCP) server that enables Claude and other AI assistants to interact with Unreal Engine through the Remote Control API.
The Remote Control API server starts automatically on port 30010.
# Clone the repository
git clone https://github.com/your-repo/ue-mcp.git
cd ue-mcp
# Install dependencies
npm install
# Build
npm run build# Default settings (connects to localhost:30010)
npm start
# Mock mode (for testing without Unreal Engine)
npm run start:mock
# Custom host/port
node dist/index.js --host 192.168.1.100 --http-port 30010
# Development mode with hot reload
npm run dev| Option | Alias | Description | Default |
|---|---|---|---|
--host | -h | Unreal Engine host address | 127.0.0.1 |
--http-port | -p | Remote Control HTTP port | 30010 |
--ws-port | -w | Remote Control WebSocket port | 30020 |
--timeout | -t | Request timeout (ms) | 5000 |
--mock | -m | Enable mock mode | false |
--verbose | -v | Enable verbose logging | false |
Add to your Claude Desktop configuration (~/.claude.json or .mcp.json):
{
"mcpServers": {
"unreal-engine": {
"command": "node",
"args": ["/path/to/ue-mcp/dist/index.js"],
"env": {
"UE_HOST": "127.0.0.1",
"UE_HTTP_PORT": "30010"
}
}
}
}| Tool | Description |
|---|---|
ue_ping | Test connection to Unreal Engine |
ue_get_api_info | Get available API routes |
| Tool | Description |
|---|---|
ue_call_function | Call Blueprint-callable functions on UObjects |
ue_get_property | Read property values from objects |
ue_set_property | Write property values to objects |
ue_describe_object | Get object metadata (properties, functions) |
| Tool | Description |
|---|---|
ue_get_all_actors | List all actors in the current level |
ue_get_selected_actors | Get currently selected actors |
ue_spawn_actor | Spawn a new actor in the level |
ue_destroy_actor | Delete an actor from the level |
ue_transform_actor | Move, rotate, or scale an actor |
ue_select_actors | Set editor selection |
| Tool | Description |
|---|---|
ue_batch_execute | Execute multiple operations in one request |
| Tool | Description |
|---|---|
ue_search_assets | Search the asset registry |
ue_get_asset_data | Get asset metadata |
| Tool | Description |
|---|---|
ue_get_current_level | Get current level information |
ue_open_level | Open a level |
ue_save_level | Save the current level |
ue_save_all | Save all modified assets |
| Tool | Description |
|---|---|
ue_play_in_editor | Control PIE (start/stop/pause/resume) |
ue_execute_console_command | Run console commands |
ue_focus_viewport | Move viewport to actor or location |
Resources provide read-only access to Unreal Engine data via URI patterns.
| Resource URI | Description |
|---|---|
unreal://api/schema | Available Remote Control API endpoints |
unreal://level/actors | All actors in the current level |
unreal://editor/state | Current editor state (level, selection) |
unreal://presets | List of Remote Control Presets |
Prompts are workflow templates that guide common tasks.
| Prompt | Description |
|---|---|
spawn-actors-grid | Create a grid of actors at specified positions |
batch-property-edit | Edit a property on multiple actors at once |
debug-actor | Get comprehensive debug info about an actor |
setup-level | Set up a new level with common elements |
explore-blueprint | Explore a Blueprint's properties and functions |
use-preset | Work with a Remote Control Preset |
You: Ping Unreal Engine to check if it's connected
Claude: [Uses ue_ping tool]
Successfully connected to Unreal Engine at http://127.0.0.1:30010
You: List all the lights in the level
Claude: [Uses ue_get_all_actors with classFilter="PointLight"]
Found 3 actors: PointLight_1, PointLight_2, SpotLight_1
You: Spawn a point light at position (500, 0, 200)
Claude: [Uses ue_spawn_actor tool]
Successfully spawned PointLight at (500, 0, 200)
You: Move it up by 100 units
Claude: [Uses ue_transform_actor tool]
Successfully set location on actor
You: Save the level
Claude: [Uses ue_save_level tool]
Level saved successfully# Install dependencies
npm install
# Run in development mode
npm run dev
# Type checking
npm run typecheck
# Build
npm run build
# Run tests
npm test
# Test with MCP Inspector
npm run inspectorsrc/
├── index.ts # CLI entry point
├── server.ts # MCP server setup
├── config/ # Configuration system
├── client/ # HTTP client for Remote Control API
├── tools/
│ ├── debug/ # ue_ping, ue_get_api_info
│ ├── object/ # ue_call_function, ue_get_property, etc.
│ ├── actor/ # ue_spawn_actor, ue_transform_actor, etc.
│ ├── asset/ # ue_search_assets, ue_get_asset_data
│ ├── level/ # ue_open_level, ue_save_level, etc.
│ ├── editor/ # ue_play_in_editor, ue_execute_console_command
│ └── batch/ # ue_batch_execute
├── resources/ # MCP resources (read-only data)
├── prompts/ # MCP prompts (workflow templates)
└── utils/ # Error handling utilitiesUE_HOST=127.0.0.1 # Unreal Engine host
UE_HTTP_PORT=30010 # Remote Control HTTP port
UE_WS_PORT=30020 # Remote Control WebSocket port
UE_TIMEOUT=5000 # Request timeout (ms)
UE_MOCK_MODE=false # Enable mock mode
UE_VERBOSE=false # Enable verbose loggingMIT
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.