One URL, one API key. If your AI tool supports MCP, it can inspect, search, and build inside your running Unreal Editor right now. Works with Cursor, Claude Code, Windsurf, Cline, VS Code Copilot, OpenClaw, and any other MCP client.
The fastest way to get Unreal Engine tools in your IDE is the hosted Flop MCP at flopperam.com/mcp. No local server, no Python install — just a URL and an API key.
- Get an API key at flopperam.com/account
- Install the Unreal plugin in your project — see flopperam.com/docs. Go to the Installation tab for instructions.
- Add the config to your IDE:
Cursor — .cursor/mcp.json (project) or ~/.cursor/mcp.json (global):
{
"mcpServers": {
"flopperam-unreal": {
"url": "https://agent.flopperam.com/mcp",
"headers": {
"Authorization": "Bearer YOUR_API_KEY"
}
}
}
}Claude Code — run in your terminal:
claude mcp add -H "Authorization: Bearer YOUR_API_KEY" --transport http flopperam-unreal https://agent.flopperam.com/mcpCline / Local LLMs (Ollama, LM Studio, etc.):
{
"mcpServers": {
"flopperam-unreal": {
"type": "streamableHttp",
"url": "https://agent.flopperam.com/mcp",
"headers": {
"Authorization": "Bearer YOUR_API_KEY"
}
}
}
}That's it — verify the server shows as connected in your IDE and start prompting.
The Flop Agent — flopperam.com
The Flop MCP gives your IDE data. The Flop Agent is a fully autonomous AI that lives inside Unreal Engine — it plans multi-step workflows, writes and executes code, recovers from errors, and iterates until the job is done.
- Dynamic workflows — decomposes complex requests into steps and adapts when something goes wrong
- Unreal-native reasoning — tuned prompts, specialized routing, deep knowledge of UE APIs and Blueprints
- Full Blueprint creation and editing — create new Blueprints, add variables/components/events/functions, update graph logic, compile and validate
- World building — creates materials, places actors, builds structures, and verifies as it goes
- Code execution — executes commands directly inside the editor — spawning actors, editing Blueprints, building levels
- Multiple AI models — routes to the best model per task (Opus for reasoning, Flash for lookups)
- Chat inside Unreal — embedded browser panel, no window switching
- Text/image to 3D — three quality tiers (Good, High Quality, Very High Quality)
Supports Unreal Engine 5.5, 5.6, and 5.7. Full docs at flopperam.com/docs.
Control Unreal Engine 5.5+ through AI with natural language — This MCP server enables AI clients to build incredible 3D worlds and architectural masterpieces. Create entire towns, medieval castles, modern mansions, challenging mazes, and complex structures with AI-powered commands.
Active Development: This MCP server is under active development with regular updates and improvements. Join our Discord to stay updated on the latest releases!
Watch our comprehensive tutorial for complete setup and usage:
- Complete MCP Tutorial & Installation Guide - Full walkthrough of installation, setup, and advanced usage
Check out these examples of the MCP server in action on our channel:
- GPT-5 vs Claude - Watch Claude and GPT-5 go head-to-head building simultaneously - Claude creates a massive fortress while GPT-5 builds a sprawling city
- Advanced Metropolis Generation - Watch AI generate a full-blown metropolis with towers, streets, parks, and over 4,000 objects from a single prompt
- Advanced Maze & Mansion Generation - Watch Claude generate a playable maze and complete mansion complex with wings, towers, and arches
Program Blueprints entirely through AI with comprehensive node creation, graph management, and variable systems.
# Create complex Blueprint logic with control flow, variables, and functions
> "Create a Blueprint with a health system that tracks damage and triggers a death event"
→ create_blueprint() + create_variable() + add_node() + connect_nodes()
# Support for 23+ node types across 6 categories:
# Control Flow: Branch, Comparison, Switch (Byte/Enum/Integer), ExecutionSequence
# Data: VariableGet, VariableSet, MakeArray
# Casting: DynamicCast, ClassDynamicCast, CastByteToEnum
# Utility: Print, CallFunction, Select, SpawnActor
# Specialized: Timeline, GetDataTableRow, AddComponentByClass, Self, Knot
# Animation: PlayAnimation, StopAnimation, Timeline nodesAdvanced Blueprint Features:
- Function Management: Create custom functions with inputs/outputs, rename, and delete
- Variable System: Full property control (public/private, replication, tooltips, ranges, units)
- Node Properties: Dynamic pin management, type modification, semantic editing
- Graph Analysis: Read complete Blueprint content, analyze execution flow, inspect variables
- Connection System: Wire nodes together with automatic type validation
# Create massive futuristic cities with skyscrapers, flying cars, and advanced infrastructure
> "Build a massive futuristic city with towering skyscrapers"
→ create_town(town_size="massive", architectural_style="futuristic", building_density=0.95)
# Build complex multi-room houses with windows, doors, and roofs
> "Create a Victorian mansion complex with east and west wing houses."
→ construct_house(house_style="mansion", width=1500, height=900)# Generate solvable mazes with guaranteed paths using recursive backtracking
> "Make a 15x15 maze with high walls"
→ create_maze(rows=15, cols=15, wall_height=4, cell_size=250)| Category | Tools | Description |
|---|---|---|
| Blueprint Visual Scripting | add_node, connect_nodes, delete_node, set_node_property, create_variable, set_blueprint_variable_properties, create_function, add_function_input, add_function_output, delete_function, rename_function |
Complete Blueprint programming with 23+ node types, variables with full property control, custom functions, and dynamic graph management |
| Blueprint Analysis | read_blueprint_content, analyze_blueprint_graph, get_blueprint_variable_details, get_blueprint_function_details |
Deep inspection of Blueprint structure, event graphs, execution flow, variables, and functions |
| World Building | create_town, construct_house, construct_mansion, create_tower, create_arch, create_staircase |
Build complex architectural structures and entire settlements |
| Epic Structures | create_castle_fortress, create_suspension_bridge, create_aqueduct |
Massive engineering marvels and medieval fortresses |
| Level Design | create_maze, create_pyramid, create_wall |
Design challenging game levels and puzzles |
| Physics & Materials | spawn_physics_blueprint_actor, set_physics_properties, get_available_materials, apply_material_to_actor, apply_material_to_blueprint, set_mesh_material_color |
Create realistic physics simulations and material systems |
| Blueprint System | create_blueprint, compile_blueprint, add_component_to_blueprint, set_static_mesh_properties |
Visual scripting and custom actor creation |
| Actor Management | get_actors_in_level, find_actors_by_name, delete_actor, set_actor_transform, get_actor_material_info |
Precise control over scene objects and inspection |
- Unreal Engine 5.5+
- Python 3.12+
- MCP Client (Claude Desktop, Cursor, or Windsurf)
Option A: Use the Pre-Built Project (Recommended for Quick Start)
# Clone the repository
git clone https://github.com/flopperam/unreal-engine-mcp.git
cd unreal-engine-mcp
# Open the pre-configured project
# Double-click FlopperamUnrealMCP/FlopperamUnrealMCP.uproject
# or open it through Unreal Engine launcher
# The plugin is already installed and enabled!Option B: Add Plugin to Your Existing Project
# Copy the plugin to your project
cp -r UnrealMCP/ YourProject/Plugins/
# Enable in Unreal Editor
Edit → Plugins → Search "UnrealMCP" → Enable → Restart EditorOption C: Install for All Projects
# Copy to Engine plugins folder (available to all projects)
cp -r UnrealMCP/ "C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/"
# Enable in any project through the Plugin Browser
Edit → Plugins → Search "UnrealMCP" → EnableIf you're on macOS and Unreal Engine fails to open the project due to compilation errors, you'll need to manually compile the C++ plugin first. To do so, follow these steps:
xcodebuild -version
xcrun --show-sdk-versionNote your Xcode version number (e.g., 26.0.1, 16.0, 15.2, etc.). If your version is newer than 16.0, you'll need to patch the Unreal Engine SDK configuration.
Edit the file at your Unreal Engine installation (replace UE_5.X with your version):
# Path to edit:
/Users/Shared/Epic Games/UE_5.X/Engine/Config/Apple/Apple_SDK.jsonUpdate the following values:
Change 1: Update MaxVersion to support your Xcode version
{
"MaxVersion": "YOUR_XCODE_VERSION.9.0", // e.g., "26.9.0" if you have Xcode 26.x
}Replace YOUR_XCODE_VERSION with your major Xcode version from Step 1.
Change 2: Add LLVM version mapping for your Xcode version (add to the AppleVersionToLLVMVersions array)
{
"AppleVersionToLLVMVersions": [
"14.0.0-14.0.0",
"14.0.3-15.0.0",
"15.0.0-16.0.0",
"16.0.0-17.0.6",
"16.3.0-19.1.4",
"YOUR_XCODE_VERSION.0.0-19.1.4" // e.g., "26.0.0-19.1.4" for Xcode 26.x
]
}Replace YOUR_XCODE_VERSION with your major Xcode version from Step 1.
Run the Unreal Build Tool to compile the project:
"/Users/Shared/Epic Games/UE_5.X/Engine/Build/BatchFiles/Mac/Build.sh" \
UnrealEditor Mac Development \
-Project="/path/to/unreal-engine-mcp/FlopperamUnrealMCP/FlopperamUnrealMCP.uproject" \
-WaitMutexReplace:
UE_5.Xwith your Unreal Engine version (e.g.,UE_5.5)/path/to/unreal-engine-mcp/with the actual path to your cloned repository
Once compilation succeeds, you can open FlopperamUnrealMCP.uproject in Unreal Engine.
cd Python
uv run unreal_mcp_server_advanced.pyAdd this to your MCP configuration:
Cursor: .cursor/mcp.json
Claude Desktop: ~/.config/claude-desktop/mcp.json
Windsurf: ~/.config/windsurf/mcp.json
{
"mcpServers": {
"unrealMCP": {
"command": "uv",
"args": [
"--directory",
"/path/to/unreal-engine-mcp/Python",
"run",
"unreal_mcp_server_advanced.py"
]
}
}
}Note that on Mac, and sometimes on Windows, you may have to replace the "uv" string passed as the value to "command" in the above mcp.json file with the exact absolute path to the uv executable. To get that path, run one of these commands:
- Mac:
which uv - Windows:
where uv
Having issues with setup? Check our Debugging & Troubleshooting Guide for solutions to common problems like MCP installation errors and configuration issues.
Want to program Blueprints with AI? Check our Blueprint Graph Programming Guide to learn how to create nodes, connections, and variables programmatically.
> "Create a medieval castle with towers and walls"
> "Generate a town square with fountain and buildings"
> "Make a challenging maze for players to solve"graph TB
A[AI Client<br/>Cursor/Claude/Windsurf] -->|MCP Protocol| B[Python Server<br/>unreal_mcp_server_advanced.py]
B -->|TCP Socket| C[C++ Plugin<br/>UnrealMCP]
C -->|Native API| D[Unreal Engine 5.5+<br/>Editor & Runtime]
B --> E[Advanced Tools]
E --> F[World Building]
E --> G[Physics Simulation]
E --> H[Blueprint System]
C --> I[Actor Management]
C --> J[Component System]
C --> K[Material System]
Performance: Native C++ plugin ensures minimal latency for real-time control Reliability: Robust TCP communication with automatic reconnection Flexibility: Full access to Unreal's actor, component, and Blueprint systems
Join our community and get help building amazing worlds!
- YouTube: youtube.com/@flopperam - Tutorials, showcases, and development updates
- Discord: discord.gg/8yr1RBv - Get help, share creations, and discuss the plugin
- Twitter/X: twitter.com/Flopperam - Latest news and quick updates
- TikTok: tiktok.com/@flopperam - Quick tips and amazing builds
- Setup Issues? Check our Debugging & Troubleshooting Guide first
- Questions? Ask in our Discord server for real-time support
- Bug reports? Open an issue on GitHub with reproduction steps
- Feature ideas? Join the discussion in our community channels
MIT License - Build amazing things freely.

