StraySpark - Unreal MCP Server - 200+ AI Tools for UE5 Editor Automation via MCP

Connect Claude Code, Cursor, Windsurf, or any MCP-compatible AI agent directly to the Unreal Engine 5.7 Editor. The Unreal MCP Server exposes 207 editor tools across 34 categories, 12 context resources, and 10 workflow prompts via JSON-RPC 2.0 over HTTP — letting your AI assistant become a true co-developer.

KEY FEATURES

• 200+ Editor Tools — Actors, materials, Blueprints, Sequencer, landscapes, foliage, Niagara, audio, MetaSounds, physics, navigation, PCG, GAS, Enhanced Input, networking, AI behavior trees, and more.

• 5 Tool Presets — Full (207), Scene Building (152), Gameplay (122), Minimal (25), or Custom. Control AI context costs and switch presets with one click.

• Full Undo Support — Every mutating tool is wrapped in an editor transaction. Ctrl+Z works exactly as expected.

• Universal AI Compatibility — Works with Claude Code, Claude Desktop, Cursor, VS Code (Copilot), Windsurf, Antigravity, OpenCode, and any MCP-compatible client. Streamable HTTP transport with backward-compatible SSE. No vendor lock-in.

• 12 Context Resources — AI reads your project info, level hierarchy, selected actors, performance stats, and more for smarter, context-aware tool calls.

• 33 Blueprint Tools — Create, modify, and compile Blueprints entirely through AI. Add components, create variables, wire nodes, and set property values from natural language.

WHAT'S INCLUDED

• Pre-compiled binaries — install and launch, no build step required

• Full C++ source code with clean, extensible architecture

• 207 tools across 34 categories

• 5 tool presets for different workflows and context budgets

• 12 read-only resources for project and editor context

• 10 reusable workflow prompts for common tasks

• STDIO bridge for clients that don't support HTTP transport

• Live status bar indicator in the editor toolbar

• Rate limiting and security controls

• Comprehensive documentation

TOOL CATEGORIES (34)

Core: Actor (14), Editor (7), Asset (6), Level (4)

Scene Building: Material (5), Static Mesh (4), Batch Ops (3), Environment (4), Material Graph (8)

Scripting: Blueprint (33), Python Bridge (1)

Cinematic: Sequencer (8), Animation (5), Anim Graph (8)

World Building: Landscape (3), Foliage (4), Spline (7), World Partition (2)

VFX & Audio: Niagara (3), Audio (3), MetaSound (6)

Simulation: Physics (4), Navigation (3)

Data: Data Tools (3)

UI: Widget/UMG (3)

Procedural: PCG (9)

Gameplay: GAS (8), Enhanced Input (6), Game Framework (6)

Networking: Networking (5)

AI: AI Tools (8)

Workflow: Macro (6), Build (5), Engine API (3)

PLUGIN DEPENDENCIES (auto-enabled)

• EditorScriptingUtilities

• Niagara

• PCG

• EnhancedInput

• GameplayAbilities (optional)

• PythonScriptPlugin (optional)

TECHNICAL SPECS

• Protocol: MCP spec 2025-06-18 (Streamable HTTP)

• Transport: JSON-RPC 2.0 over HTTP, configurable port (default 13579)

• Engine: Unreal Engine 5.7 (Win64, Mac, Linux)

• Threading: All UE API calls dispatched to game thread automatically

• Full source code included

Documentation: https://docs.google.com/document/d/1RWMSzyDYV73lI9Lm3hxj_ShZzZezF6ZO/edit?usp=sharing&ouid=100992750347215391440&rtpof=true&sd=true

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Thanks for the Great tool!

Can you Release a VS code MCP Extension for easier installation on VS Code

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Thank you for your suggestion @Punal100!
Actually its a great idea! will check and add it to our Roadmap. stay tuned

Best,

This looks like a very valuable extension - it’s not cheap (and it shouldn’t be).

I don’t see any mention of a “return if unsatisfied” sort of guarantee (and maybe that’s by intent).

So, before taking the plunge I’d like to reach out to you with my use cases and see if this MCP will fit my needs. FYI, I’m in the ArchViz business (not game building per se). As such I have some different use cases.

One of the things that most interests me is that you have tools for building Blueprints. I’ve used Claude to help me sketch out the graphs for some but I find it hallucinates non existent APIs quite often.

Is there either a money back sort of guarantee or a way to provide you with some sample prompts to see if you think your MCP server would be able to enable me to use Claude Code more interactively? I don’t want to waste your time - but I don’t want to waste my time and money either :slight_smile:

BTW, your doc says skyspark.com (a GoDaddy link) - but i just found you at skyspark.studio

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image

oops.

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Hi, thanks for reaching out — really appreciate you taking the time to evaluate before purchasing.

To answer your main question: Fab does have a refund policy — there’s a 14-day window, though the condition is that the product must not have been downloaded. If there are technical issues preventing use or the product doesn’t conform to its description, refunds can still be approved at Epic’s discretion. So it’s not quite a no-questions-asked guarantee, but there is a safety net.

That said, let me address your use case directly so you can make an informed decision:

Blueprint tools — This is one of the strongest areas of the plugin. The MCP server gives Claude direct access to the Unreal Editor API, so instead of hallucinating node names from memory, it can query the actual engine — list available nodes, create them, wire pins, compile, and validate in real-time. That’s a night-and-day difference from Claude trying to guess APIs from training data.

ArchViz specifically — The plugin covers a lot of ground that’s directly relevant to your workflow: material creation and editing, lighting setup, actor placement and transforms, landscape tools, foliage, splines, level management, and camera/sequencer work. Whether you’re setting up a walkthrough sequence, batch-adjusting materials across a scene, or scripting repetitive layout tasks, there’s tooling for it.

What I’d suggest — If you have specific prompts or workflows you’d like me to sanity-check before purchasing, feel free to share them here. Happy to tell you honestly what would work well and where you might hit limitations. I’d rather you buy with confidence than take a gamble.

Best regards

have u tested it with other models besides the major leading ones? for example qwen3.6/minimax m2.7/glm5.1 etc.? how would they perform (in case i want to cut the budget) can i use it with other agents then the ones specified? like kilo-code for example?

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Thank you for the great question! Yes, we’ve tested it with Qwen 3.5 Plus and GLM 5, and the results were good. We’re currently testing it with Qwen 3.6 and GLM 5.1 as well, and will publish a recorded video very soon.

Regarding other agents, it should work with any agent that supports MCP — so you’re welcome to try it with Kilo-Code or similar tools. We’ll also be testing the most popular agents and sharing the results soon.

Very cool! I am interested. Is there any plans or is there a version for UE5.6?

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Thanks! Yes, it’s definitely on our roadmap :slightly_smiling_face: We’re currently focused on fully supporting 5.7.4 first, and once that’s complete, we’ll look into adding support for 5.6 as well.

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Hi, there is an error in documentation, for opencode should be “mcp” not the “mcpServers”.

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Also, my 5.7.4 (Taken from Epic Games store app) constantly crashes when Agent (minimax 2.7) tries to use unreal_create_user_struct

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I do have question regarding tokens burning, is there something that helps to limit this burning rate? I’m currently using some free MCP server for unreal (python based) and one function, one small feature burns 5 hour limit in claude in like hour. So using is not very efficient, it takes time and while building it goes haywire with token burning, so this is my biggest concern.

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That sounds interesting, but how does it work with large blueprints? Free MCP solutions have trouble loading relatively large graphs because the default node format is very verbose, and even the smallest function takes up a ton of context. I’d like to see what format your MCP uses to feed data to the AI model.

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(post deleted by author)

Thanks for flagging this! You’re right — for opencode it should be mcp, not mcpServers. We’re also working on improving stability with the latest LLMs for better results at lower costs.

Great question. Our Unreal MCP server is built specifically to reduce token burn — it doesn’t pass everything into context, even with 300+ tools. The upcoming release will be even more optimized and improved, so it should be much more efficient for larger Unreal workflows.

Great question. Our Unreal MCP server is built specifically to reduce token burn — it doesn’t pass everything into context, even with 300+ tools. The upcoming release will be even more optimized and improved, so it should be much more efficient for larger Unreal workflows.