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Unreal_mcp

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through the native C++ Automation Bridge plugin. Built with TypeScript and C++.

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Description

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through the native C++ Automation Bridge plugin. Built with TypeScript and C++.

README

Unreal Engine MCP Server

License: MIT NPM Package MCP SDK Unreal Engine MCP Registry Project Board Discussions

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.


Table of Contents


Features

Category Capabilities
Asset Management Browse, import, duplicate, rename, delete assets; create materials
Actor Control Spawn, delete, transform, physics, tags, components
Editor Control PIE sessions, camera, viewport, screenshots, bookmarks
Level Management Load/save levels, streaming, World Partition, data layers
Animation & Physics Animation BPs, state machines, ragdolls, vehicles, constraints
Visual Effects Niagara particles, GPU simulations, procedural effects, debug shapes
Sequencer Cinematics, timeline control, camera animations, keyframes
Graph Editing Blueprint, Niagara, Material, and Behavior Tree graph manipulation
Audio Sound cues, audio components, sound mixes, ambient sounds
System Console commands, UBT, tests, logs, project settings, CVars

Architecture

  • Native C++ Automation โ€” All operations route through the MCP Automation Bridge plugin
  • Dual Transport โ€” Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge
  • Dynamic Type Discovery โ€” Runtime introspection for lights, debug shapes, and sequencer tracks
  • Graceful Degradation โ€” Server starts even without an active Unreal connection
  • On-Demand Connection โ€” Retries automation handshakes with exponential backoff
  • Command Safety โ€” Blocks dangerous console commands with pattern-based validation
  • Capability Token Auth โ€” Optional token-based authentication for both WS and HTTP transports
  • Asset Caching โ€” 10-second TTL for improved performance
  • Metrics Rate Limiting โ€” Per-IP rate limiting (60 req/min) on Prometheus endpoint
  • Centralized Configuration โ€” Unified class aliases and type definitions

Getting Started

Prerequisites

  • Unreal Engine 5.0โ€“5.7

Choose your transport:

  • Option A: Native MCP (recommended) โ€” no additional dependencies
  • Option B: TypeScript Bridge โ€” requires Node.js 18+

Step 1: Install MCP Server (Option B only โ€” skip for Native MCP)

Skip this step if using Option A: Native MCP Transport (Step 4A below).

NPX (Recommended):

npx unreal-engine-mcp-server

Clone & Build:

git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js

Step 2: Install Unreal Plugin

The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.

From source (requires a project with code target)

Your project must have a code target (.sln or .xcworkspace). Blueprint-only projects cannot compile native plugins โ€” to convert, add any class via Tools > New C++ Class in the editor.

Method 1: Copy Folder

Copy:  Unreal_mcp/plugins/McpAutomationBridge/
To:    YourUnrealProject/Plugins/McpAutomationBridge/

Method 2: External Plugin Directory (no copy needed)

  1. Open Unreal Editor โ†’ Edit โ†’ Plugins
  2. Click Plugin Directories (bottom-left)
  3. In Additional Plugin Directories, add the path to Unreal_mcp/plugins/
  4. Restart the editor โ€” the plugin will be picked up from the external location

This saves the path in your .uproject file so the plugin stays linked without copying.

The plugin compiles automatically when you open the project โ€” UE detects the .uplugin + Source/ and runs UnrealBuildTool.

Video Guide:

Plugin_setup_guide.mp4

โš ๏ธ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" โ€” click Yes. If instead you see "Missing Modules โ€” McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." โ€” open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.

Pre-built (works with any project, including Blueprint-only)

Build the plugin once, then distribute the compiled binaries โ€” no IDE or compilation needed on the target machine.

1. Build:

# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6

# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6

This produces a zip like McpAutomationBridge-v0.6.0-UE5.6-Mac.zip.

2. Install: unzip into YourProject/Plugins/ and open the project. That's it โ€” no compilation step.

Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5 or 5.7.

Step 3: Enable Required Plugins

Enable via Edit โ†’ Plugins, then restart the editor.

Core Plugins (Required)
Plugin Required For
MCP Automation Bridge All automation operations
Editor Scripting Utilities Asset/Actor subsystem operations
Niagara Visual effects and particle systems
Optional Plugins (Auto-enabled)
Plugin Required For
Level Sequence Editor manage_sequence operations
Control Rig animation_physics operations
GeometryScripting manage_geometry operations
Behavior Tree Editor manage_behavior_tree operations
Niagara Editor Niagara authoring
Environment Query Editor AI/EQS operations
Gameplay Abilities manage_gas operations
MetaSound manage_audio MetaSound authoring
StateTree manage_ai State Tree operations
Smart Objects AI smart object operations
Enhanced Input manage_input operations
Chaos Cloth Cloth simulation
Interchange Asset import/export
Data Validation Data validation
Procedural Mesh Component Procedural geometry
OnlineSubsystem Session/networking operations
OnlineSubsystemUtils Session/networking operations

๐Ÿ’ก Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed.

Step 4: Configure MCP Client

Option A: Native MCP Transport (Direct HTTP โ€” no bridge needed)

The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP โ€” no TypeScript bridge, no Node.js, no npm.

Enable in Unreal:

  1. Edit > Project Settings > Plugins > MCP Automation Bridge
  2. Check Enable Native MCP
  3. Set port (default: 3000)
  4. Optionally set Native MCP Instructions for project-specific guidance
  5. Restart the editor

Configure your MCP client to use Streamable HTTP transport at:

http://localhost:3000/mcp

Claude Code:

claude mcp add unreal-engine --transport http http://localhost:3000/mcp

Or manually in ~/.claude/settings.json or project .mcp.json:

{
  "mcpServers": {
    "unreal-engine": {
      "type": "url",
      "url": "http://localhost:3000/mcp"
    }
  }
}

Cursor (.cursor/mcp.json):

{
  "mcpServers": {
    "unreal-engine": {
      "url": "http://localhost:3000/mcp"
    }
  }
}

Verify it works:

  • Status bar โ€” look for โ— MCP :3000 (2) in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings.
  • Output Log โ€” filter by LogMcpNativeTransport to see connections, tool calls, and session activity:
    LogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp
    LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1)
    LogMcpNativeTransport: tools/call: inspect (RequestId=...)
    LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)
    

Features:

  • SSE streaming for real-time progress during long operations
  • Multiple concurrent sessions (Cursor + Claude Code + others simultaneously)
  • Dynamic tool management โ€” only core tools (8) loaded by default, enable more via manage_tools
  • Python execution via execute_python action (inline code or .py files)
  • Capability token authentication โ€” enable in project settings for network security

Option B: TypeScript Bridge (stdio โ€” classic setup)

Add to your Claude Desktop / Cursor config file:

Using Clone/Build:

{
  "mcpServers": {
    "unreal-engine": {
      "command": "node",
      "args": ["path/to/Unreal_mcp/dist/cli.js"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject",
        "MCP_AUTOMATION_PORT": "8091"
      }
    }
  }
}

Using NPX:

{
  "mcpServers": {
    "unreal-engine": {
      "command": "npx",
      "args": ["unreal-engine-mcp-server"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject"
      }
    }
  }
}

Configuration

Environment Variables

# Required
UE_PROJECT_PATH="C:/Path/To/YourProject"

# Automation Bridge
MCP_AUTOMATION_HOST=127.0.0.1
MCP_AUTOMATION_PORT=8091

# LAN Access (optional)
# SECURITY: Set to true to allow binding to non-loopback addresses (e.g., 0.0.0.0)
# Only enable if you understand the security implications.
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=false

# Logging
LOG_LEVEL=info  # debug | info | warn | error

# Optional
MCP_AUTOMATION_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000

# Custom content mount points (comma-separated)
# Plugins with CanContainContent register mount points beyond /Game/.
# MCP_ADDITIONAL_PATH_PREFIXES=/ProjectObject/,/ProjectAnimation/

LAN Access Configuration

By default, the automation bridge only binds to loopback addresses (127.0.0.1) for security. To enable access from other machines on your network:

TypeScript (MCP Server):

MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true
MCP_AUTOMATION_HOST=0.0.0.0

Unreal Engine Plugin:

  1. Go to Edit โ†’ Project Settings โ†’ Plugins โ†’ MCP Automation Bridge
  2. Under Security, enable "Allow Non Loopback"
  3. Under Connection, set "Listen Host" to 0.0.0.0
  4. Restart the editor

โš ๏ธ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules. Enable capability token authentication (Require Capability Token in project settings) to prevent unauthorized access when using LAN mode.


Available Tools

36 MCP tools with action-based dispatch for comprehensive Unreal Engine automation.

Core Tools
Tool Description
manage_asset Assets, Materials, Render Targets, Behavior Trees
control_actor Spawn, delete, transform, physics, tags
control_editor PIE, Camera, viewport, screenshots
manage_level Load/Save, World Partition, streaming
system_control UBT, Tests, Logs, Project Settings, CVars, Python Execution
inspect Object Introspection
manage_pipeline Build automation, UBT compilation, status checks
manage_tools Dynamic tool management (enable/disable at runtime)
World Building
Tool Description
manage_lighting Spawn lights, GI, shadows, build lighting, list_light_types
manage_level_structure Level creation, sublevels, World Partition, data layers, HLOD
manage_volumes Trigger volumes, blocking, physics, audio, navigation volumes
manage_navigation NavMesh settings, nav modifiers, nav links, smart links, pathfinding
build_environment Landscape, Foliage, Procedural
manage_splines Spline creation, spline mesh deformation
Animation & Physics
Tool Description
animation_physics Animation BPs, Vehicles, Ragdolls, Control Rig, IK, Blend Spaces
manage_skeleton Skeleton, sockets, physics assets, cloth binding
manage_geometry Procedural mesh creation (Geometry Script)
Visuals & Effects
Tool Description
manage_effect Niagara, Particles, Debug Shapes, GPU simulations
manage_material_authoring Material creation, expressions, landscape layers
manage_texture Texture creation, modification, compression settings
manage_blueprint Create, SCS, Graph Editing, Node manipulation
manage_sequence Sequencer / Cinematics, list_track_types
manage_performance Profiling, optimization, scalability
Audio & Input
Tool Description
manage_audio Audio Assets, Components, Sound Cues, MetaSounds, Attenuation
manage_input Enhanced Input Actions & Contexts
Gameplay Systems
Tool Description
manage_behavior_tree Behavior Tree Graph Editing
manage_ai AI controllers, EQS, perception, State Trees, Smart Objects
manage_gas Gameplay Ability System: abilities, effects, attributes
manage_character Character creation, movement, advanced locomotion
manage_combat Weapons, projectiles, damage, melee combat
manage_inventory Items, equipment, loot tables, crafting
manage_interaction Interactables, destructibles, triggers
manage_widget_authoring UMG widget creation, layout, styling, animations
Networking & Sessions
Tool Description
manage_networking Replication, RPCs, network prediction
manage_game_framework Game modes, game states, player controllers, match flow
manage_sessions Sessions, split-screen, LAN, voice chat
### Supported Asset Types

Blueprints โ€ข Materials โ€ข Textures โ€ข Static Meshes โ€ข Skeletal Meshes โ€ข Levels โ€ข Sounds โ€ข Particles โ€ข Niagara Systems โ€ข Behavior Trees


GraphQL API

Optional GraphQL endpoint for complex queries. Disabled by default.

GRAPHQL_ENABLED=true
GRAPHQL_PORT=4000

See GraphQL API Documentation.


Docker

docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp

Documentation

Document Description
Handler Mappings TypeScript to C++ routing
GraphQL API Query and mutation reference
Plugin Extension C++ plugin architecture
Testing Guide How to run and write tests
Roadmap Development phases

Development

npm run build       # Build TypeScript
npm run lint        # Run ESLint
npm run test:unit   # Run unit tests
npm run test:all    # Run all tests

Community

Resource Description
Project Roadmap Track development progress across 47 phases
Discussions Ask questions, share ideas, get help
Issues Report bugs and request features

Contributing

Contributions welcome! Please:

  • Include reproduction steps for bugs
  • Keep PRs focused and small
  • Follow existing code style

License

MIT โ€” See LICENSE

Release History

VersionChangesUrgencyDate
v0.5.30 > [!IMPORTANT] > ### ๐Ÿš€ Native MCP & Code-Backed Tool Parity Release > This release covers the `v0.5.21` to `0.5.30` release diff, including the TypeScript MCP server, native bridge plugin, tests, scripts, docs, workflows, and dependency manifests. The summary below is based on code and test changes, not commit subjects alone. <details> <summary><b>โœจ Added</b></summary> - **Native MCP Streamable HTTP endpoint** โ€” added an opt-in in-plugin `/mcp` server with JSON-RPC 2.0 initialize/tools/list/High6/5/2026
v0.5.21## What's Changed * fix: widget crash by @ChiR24 in https://github.com/ChiR24/Unreal_mcp/pull/306 * ๐Ÿ›ก๏ธ Sentinel: [HIGH] Fix unsafe path handling in export_level by @google-labs-jules[bot] in https://github.com/ChiR24/Unreal_mcp/pull/305 * docs: fix rate limiting defaults and missing GraphQL heading by @kalihman in https://github.com/ChiR24/Unreal_mcp/pull/307 * fix: enable searchText filtering in search_assets action by @kalihman in https://github.com/ChiR24/Unreal_mcp/pull/308 * fix: aligHigh4/3/2026
v0.5.20 > [!IMPORTANT] > ### ๐Ÿ›ก๏ธ Security Fix & UE 5.0 Compatibility > This release includes a critical path traversal fix in export_asset, UE 5.0 compatibility improvements, and external actors support for World Partition. ### ๐Ÿ›ก๏ธ Security <details> <summary><b>๐Ÿ”’ Path Traversal in export_asset</b> (<a href="https://github.com/ChiR24/Unreal_mcp/commit/5cf2a3c">5cf2a3c</a>)</summary> | Aspect | Details | |--------|---------| | **Severity** | ๐Ÿšจ CRITICAL | | **Vulnerability** | Path traversal in `expLow3/20/2026
v0.5.19--- > [!IMPORTANT] > ### ๐Ÿ›ก๏ธ Security Hardening & Major Plugin Refactoring > This release includes critical security fixes for command injection and path traversal vulnerabilities, a complete deep-level refactoring of 57 C++ handler files with centralized utilities, and removal of the WebAssembly integration. ### ๐Ÿ›ก๏ธ Security <details> <summary><b>๐Ÿ”’ Command Injection Prevention</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/288">#288</a>)</summary> | Component | Change |Low3/17/2026
v0.5.18 > [!IMPORTANT] > ### ๐Ÿ”ง Installation, Documentation & Dependency Updates > This release fixes npm install failures when downloading from GitHub releases, adds first-time project setup guidance, and updates dependencies. ### ๐Ÿ› ๏ธ Fixed <details> <summary><b>๐Ÿ› npm install failure from release archives</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/215">#215</a>)</summary> | Issue | Root Cause | Fix | |-------|------------|-----| | `npm install` fails with ESLint config error | ReleaseLow2/21/2026
v0.5.17 > [!IMPORTANT] > ### ๐Ÿ”ง World Tools Category Fixes & Security Hardening > This release includes critical bug fixes, security hardening, and UE 5.7 compatibility improvements across all world-building tools (landscape, foliage, geometry, volumes, navigation). ### ๐Ÿ›ก๏ธ Security <details> <summary><b>๐Ÿ”’ Path Validation & Input Sanitization</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/207">#207</a>)</summary> | Component | Change | |-----------|--------| | **SanitizeProjectRelativePathLow2/16/2026
v0.5.16Release v0.5.16 ## What's Changed * feat(bridge): add IPv6 support and hostname validation in https://github.com/ChiR24/Unreal_mcp/pull/194 * feat: implement 200+ MCP action handlers for comprehensive UE automation in https://github.com/ChiR24/Unreal_mcp/pull/200 * feat(tests): add heartbeat/progress protocol integration tests and enhance test runner setup in https://github.com/ChiR24/Unreal_mcp/pull/201 * Potential fix for code scanning alert no. 25: Incomplete string escaping or encodinLow2/12/2026
v0.5.15Release v0.5.15 ## What's Changed * chore(deps): bump the dependencies group with 2 updates by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/190 * chore(deps): bump github/codeql-action from 4.32.1 to 4.32.2 by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/189 * feat: add support for non-loopback binding in automation bridge settings by @ChiR24 in https://github.com/ChiR24/Unreal_mcp/pull/193 **Full Changelog**: https://github.com/ChiR24/Unreal_mcp/compLow2/6/2026
v0.5.14 > [!IMPORTANT] > ### ๐Ÿ” TLS & Network Security Release > This release introduces TLS/SSL support for secure WebSocket connections (`wss://`), per-connection rate limiting, loopback-only network binding enforcement, and authentication state tracking for the Automation Bridge. ### ๐Ÿ›ก๏ธ Security <details> <summary><b>๐Ÿ”’ Loopback-Only Binding & Handshake Enforcement</b> (<code>70c2745</code>)</summary> | Aspect | Details | |--------|---------| | **Severity** | ๐Ÿšจ HIGH | | **Loopback Binding** | ALow2/5/2026
v0.5.13 > [!IMPORTANT] > ### ๐Ÿ›ก๏ธ Security & Compatibility Release > This release includes multiple critical security fixes for command injection and path traversal vulnerabilities, along with full Unreal Engine 5.0 backward compatibility and WebSocket stability improvements. ### ๐Ÿ›ก๏ธ Security <details> <summary><b>๐Ÿ”’ Command Injection in UITools</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/144">#144</a>)</summary> | Aspect | Details | |--------|---------| | **Severity** | ๐Ÿšจ HIGH | | **VulLow2/2/2026
v0.5.12## Changes in this Release ## What's Changed * chore(deps): bump the dependencies group with 3 updates by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/143 * chore(deps): bump google-github-actions/run-gemini-cli from 0.1.18 to 0.1.19 by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/142 * chore(deps): bump release-drafter/release-drafter from 6.1.0 to 6.1.1 by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/141 * fix: sync TS handler params wiLow1/20/2026
v0.5.11Release v0.5.11 ## What's Changed * chore(deps): bump zod from 4.3.4 to 4.3.5 in the dependencies group by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/112 * ๐Ÿ›ก๏ธ Sentinel: [HIGH] Fix command injection bypass via flexible whitespace by @google-labs-jules[bot] in https://github.com/ChiR24/Unreal_mcp/pull/113 * chore(deps): bump the dependencies group across 1 directory with 4 updates by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/117 * chore(deps): bump deLow1/18/2026
v0.5.10 > [!IMPORTANT] > ### ๐Ÿš€ Context Reduction Initiative & Spline System > This release implements the **Context Reduction Initiative** (Phases 48-53), reducing AI context overhead from ~78,000 to ~25,000 tokens, and adds a complete **Spline System** (Phase 26) with 21 new actions. ([#107](https://github.com/ChiR24/Unreal_mcp/pull/107), [#105](https://github.com/ChiR24/Unreal_mcp/pull/105)) ### โœจ Added <details> <summary><b>๐Ÿ›ค๏ธ Spline System (Phase 26)</b> (<a href="https://github.com/ChiR24/UnreLow1/4/2026
v0.5.9 > [!IMPORTANT] > ### ๐ŸŽฎ Major Feature Release > This release introduces **15+ new automation tools** with comprehensive handlers for Navigation, Volumes, Level Structure, Sessions, Game Framework, and complete game development systems. ([#53](https://github.com/ChiR24/Unreal_mcp/pull/53)) ### ๐Ÿ›ก๏ธ Security <details> <summary><b>๐Ÿ”’ Fix Arbitrary File Read in LogTools</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/103">#103</a>)</summary> | Aspect | Details | |--------|---------| | **SLow1/3/2026
v0.5.8Release v0.5.8 ## What's Changed * ๐Ÿ›ก๏ธ Sentinel: [CRITICAL] Fix path traversal in INI reader by @google-labs-jules[bot] in https://github.com/ChiR24/Unreal_mcp/pull/48 * fix: map material graph parameters for connect_material_pins action by @ChiR24 in https://github.com/ChiR24/Unreal_mcp/pull/50 **Full Changelog**: https://github.com/ChiR24/Unreal_mcp/compare/v0.5.7...v0.5.8Low1/2/2026
v0.5.7Release v0.5.7 ## What's Changed * chore(deps): bump github/codeql-action from 3.28.1 to 4.31.9 by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/44 * chore(deps): bump qs from 6.14.0 to 6.14.1 by @dependabot[bot] in https://github.com/ChiR24/Unreal_mcp/pull/45 * ๐Ÿ›ก๏ธ Sentinel: Fix python execution bypass by @google-labs-jules[bot] in https://github.com/ChiR24/Unreal_mcp/pull/46 * chore(deps): bump zod from 4.2.1 to 4.3.4 in the dependencies group by @dependabot[bot] in httpLow1/1/2026
v0.5.6 > [!IMPORTANT] > ### ๐Ÿ›ก๏ธ Type Safety Milestone > This release achieves **near-zero `any` type usage** across the entire codebase. All tool interfaces, handlers, automation bridge, GraphQL resolvers, and WASM integration now use strict TypeScript types with `unknown` and proper type guards. ### โœจ Added <details> <summary><b>๐Ÿ“ New Zod Schema Infrastructure</b></summary> | File | Description | |------|-------------| | `src/schemas/primitives.ts` | 261 lines of Zod schemas for Vector3, Rotator,Low12/30/2025
v0.5.5## What's Changed * feat: add websocket message size limits and improve logging by @ChiR24 in https://github.com/ChiR24/Unreal_mcp/pull/36 * feat: improve developer documentation, command safety, and blueprint node handling by @ChiR24 in https://github.com/ChiR24/Unreal_mcp/pull/37 **Full Changelog**: https://github.com/ChiR24/Unreal_mcp/compare/v0.5.4...v0.5.5Low12/29/2025
v0.5.4 > [!IMPORTANT] > ### ๐Ÿ›ก๏ธ Security Release > This release focuses on **security hardening** and **defensive improvements** across the entire stack, including command injection prevention, network isolation, and resource management. ### ๐Ÿ›ก๏ธ Security & Command Hardening <details> <summary><b>UBT Validation & Safe Execution</b></summary> | Feature | Description | |---------|-------------| | **UBT Argument Validation** | Added `validateUbtArgumentsString` and `tokenizeArgs` to block dangerous chaLow12/27/2025
v0.5.3 > [!IMPORTANT] > ### ๐Ÿ”„ Major Enhancements > - **Dynamic Type Discovery** - New runtime introspection for lights, debug shapes, and sequencer tracks > - **Metrics Rate Limiting** - Per-IP rate limiting (60 req/min) on Prometheus endpoint > - **Centralized Class Configuration** - Unified Unreal Engine class aliases > - **Enhanced Type Safety** - Comprehensive TypeScript interfaces replacing `any` types ### โœจ Added <details> <summary><b>๐Ÿ” Dynamic Discovery & Engine Handlers</b></summary> | FeLow12/21/2025
v0.5.2 > [!IMPORTANT] > ### ๐Ÿ”„ Breaking Changes > - **Standardized Tools & Type Safety** - All tool handlers now use consistent interfaces with improved type safety. Some internal API signatures have changed. (`079e3c2`) ### โœจ Added <details> <summary><b>๐Ÿ› ๏ธ Blueprint Enhancements</b> (<code>e710751</code>)</summary> | Feature | Description | |---------|-------------| | **Dynamic Node Creation** | Support for creating nodes dynamically in Blueprint graphs | | **Struct Property Support** | Added abiLow12/18/2025
v0.5.1 > [!WARNING] > ### โš ๏ธ Breaking Changes > - **Standardized Return Types** - All tool methods now return `StandardActionResponse` type instead of generic objects. Consumers must update their code to handle the new response structure with `success`, `data`, `warnings`, and `error` fields. (`5e615c5`) > - **Test Suite Structure** - New test files added and existing tests enhanced with comprehensive coverage. ### ๐Ÿ”„ Changed <details> <summary><b>๐ŸŽฏ Standardized Tool Interfaces</b> (<code>5e615c5</Low12/17/2025
v0.5.0 --- ## ๐Ÿท๏ธ [0.5.0] - 2025-12-16 > [!IMPORTANT] > ### ๐Ÿ”„ Major Architecture Migration > This release marks the **complete migration** from Unreal's built-in Remote Plugin to a native C++ **McpAutomationBridge** plugin. This provides: > - โšก Better performance > - ๐Ÿ”— Tighter editor integration > - ๐Ÿšซ No dependency on Unreal's Remote API > > **BREAKING CHANGE:** Response format has been standardized across all automation tools. Clients should expect responses to follow the new `StanLow12/16/2025

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taskflow๐Ÿ—‚๏ธ Manage your tasks easily with TaskFlow, a minimal Node.js application that supports adding, viewing, completing, and deleting tasks while saving data as JSON.main@2026-06-07
sqltools_mcp๐Ÿ”Œ Access multiple databases seamlessly with SQLTools MCP, a versatile service supporting MySQL, PostgreSQL, SQL Server, DM8, and SQLite without multiple servers.main@2026-06-07
kibiRepo-local, per-git-branch, queryable knowledge base for LLM Agents.kibi-mcp@0.16.1

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