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

Yes, we actually have many users so far and we’ve asked for real reviews, but most feedback comes through emails. We can’t force anyone to leave public reviews or stars.

Redeeming the code on our website is mainly to get the latest updates, built versions, and related access. Product videos are coming soon.

This may be a scam but its hard to tell at this point.

  1. purchased a bundle.
  2. was sent a license link and confirmation.
  3. was provided no tool download.
  4. attempted to login to their installation docs using my license key and it said it was invalid.
  5. attempted to create an account on the site and it would not send me a signup confirmation. So I cannot actually create an account.
  6. Probably just putting in a dispute and getting it refunded back. The process to just get the download seems to scummy for me.

codex 能找到mcp,但是实际使用比如创建材质根本用不了。别买了。

Sorry for the trouble. Could you please clarify the issue you’re facing? Also, can you send us a quick email here: contact@strayspark.studio with the details so we can check and review it properly? We’ll gladly help you out.

Sorry to hear that. We tested it with Codex and it worked very well, including using all the tools and materials features. Could you please share the prompt and response you got so we can review it further and help you better?

hello.

This mcp server plugin is amazing. but have a big problem. Everytime the mcp want use the create_user_struct command. the engine crashed.

how can i fix it.

1 Like

Thanks for the high praise!

We’ve tracked down this bug and fixed the crash with create_user_struct. The fix will be available in the next version, which is coming out very soon. Stay tuned!

Unreal MCP server currently exposes save_level(save_all=true), but it uses FEditorFileUtils::SaveDirtyPackages(...), which can open the modal “Save Content” dialog.

For automation, we need a non-modal way to save all dirty packages or a known list of dirty packages. Right now this seems impossible without a custom Python/C++ workaround, e.g. calling EditorAssetLibrary.save_asset(...) from Python.

Is there a recommended built-in C++ API for saving dirty packages from an editor automation tool without showing any modal UI?

1 Like

Hi

You’re right that save_level(save_all=true) could show the Save Content dialog. That was a bug on our side, not an engine limitation, and it’s fixed in the next release. We were calling FEditorFileUtils::SaveDirtyPackages with bPromptUserToSave=true.

To answer the underlying question: yes, there are recommended built-in C++ APIs for non-modal saves.

For saving all dirty packages, you can use the same function with prompting disabled:

FEditorFileUtils::SaveDirtyPackages(
    /*bPromptUserToSave=*/false,
    /*bSaveMapPackages=*/true,
    /*bSaveContentPackages=*/true,
    /*bFastSave=*/false,
    /*bNotifyNoPackagesSaved=*/false,
    /*bCanBeDeclined=*/false);

Alternatively, you can use the scripting-safe wrapper:

UEditorLoadingAndSavingUtils::SaveDirtyPackages(
    bSaveMapPackages,
    bSaveContentPackages);

This is defined in FileHelpers.h and is what the Python unreal.EditorLoadingAndSavingUtils calls map to, so you should get the same behavior as your Python workaround without leaving C++.

For a known list of packages, use either:

UEditorLoadingAndSavingUtils::SavePackages(
    Packages,
    /*bOnlyDirty=*/true);

or:

FEditorFileUtils::PromptForCheckoutAndSave(
    Packages,
    bCheckDirty,
    /*bPromptToSave=*/false,
    ...);

Despite the name, bPromptToSave=false skips the dialog.

To enumerate dirty packages first, use:

FEditorFileUtils::GetDirtyWorldPackages();
FEditorFileUtils::GetDirtyContentPackages();

As an extra safeguard, you can wrap the save in:

TGuardValue<bool> Guard(GIsRunningUnattendedScript, true);

This helps suppress nested modal UI, such as source-control checkout prompts, and matches what the editor’s own scripting layer does. Running the editor with -unattended has the same global effect.

Please can you update the FAB change notes too :slight_smile: I thought it was still v2 haha

I find commenting is still tough, using claude and fable. Fable can create comment blocks but not actually add the comments.

Nice plugin. Very helpful.

1 Like

Thanks! Of course, I’ll update the FAB change notes and any related details. And yes, commenting has improved since v3 — I’ll keep working on making block comments easier for AI agents to create. Really appreciate the feedback!

Does it have capabilities to run of local LLMs? like Qwen3.6?

1 Like

Hi, yes, of course. I tested it with Qwen 3.6, Qwen 3.7, Kimi 2.6, DeepSeek V4 Pro, and Minimax 3, as these are among the best open-source and most affordable models. I’ll try to make some videos showcasing how they perform.

Hi! I’m considering Unreal MCP Server v4.5 for a C++ project migrating to final Unreal Engine 5.8, using Codex CLI as the MCP client.

Before purchasing, could you confirm:

  1. Does v4.5 fully support the final UE 5.8 release on Windows?

  2. Can it edit an existing Animation Blueprint and existing State Machine, specifically:

  • add states and transitions;

  • edit transition rules;

  • assign AnimSequences to Sequence Players;

  • add Event Graph nodes/variables;

  • compile, save, run PIE, and take a screenshot?

  1. Can it use an existi

    without modifying source assets?

  2. Can all of the above be executed through run_tool_script as one transaction with rollback on failure?

Thank you!