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Descripción del creador (original en inglés)
EngineWire: drive the Unreal Editor (UE 5.0-5.8): levels, Blueprints, UI, materials, VFX and more.
Estos tres nunca se combinan en una sola puntuación: las opiniones, las mediciones y la popularidad son cosas distintas.
Todavía no escribimos un resumen sencillo para este. Abajo están los datos que leímos del registro.
Elige la app de IA que usas y copia la configuración.
UE_PROJECT_PATH, MCP_AUTOMATION_CAPABILITY_TOKEN, UNREAL_MCP_URL, LOG_LEVELLos valores marcados como secretos son llaves de tu cuenta. Nunca los compartas ni los pegues en un chat.
Necesitas
¿Qué app usas?
Elige tu app arriba. La recordamos, así que la próxima vez el botón dirá “Instalar en …”.
Abre Claude Desktop → Settings → Developer → Edit Config y pega esto en claude_desktop_config.json
{
"mcpServers": {
"unreal-engine": {
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
],
"env": {
"UE_PROJECT_PATH": "your-value",
"MCP_AUTOMATION_CAPABILITY_TOKEN": "your-value",
"UNREAL_MCP_URL": "your-value",
"LOG_LEVEL": "your-value"
}
}
}
}Ejecuta esto en tu terminal
claude mcp add unreal-engine --env UE_PROJECT_PATH=your-value --env MCP_AUTOMATION_CAPABILITY_TOKEN=your-value --env UNREAL_MCP_URL=your-value --env LOG_LEVEL=your-value -- npx -y unreal-engine-mcp-serverCompleta los valores vacíos antes de ejecutarlo.
Pégalo en .cursor/mcp.json de tu proyecto, o en ~/.cursor/mcp.json
{
"mcpServers": {
"unreal-engine": {
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
],
"env": {
"UE_PROJECT_PATH": "your-value",
"MCP_AUTOMATION_CAPABILITY_TOKEN": "your-value",
"UNREAL_MCP_URL": "your-value",
"LOG_LEVEL": "your-value"
}
}
}
}Tu navegador te pide permiso para abrir la app; luego la app muestra la configuración y te pide confirmar. Los valores de las claves quedan vacíos para que los completes tú.
Pégalo en .vscode/mcp.json de tu proyecto
{
"servers": {
"unreal-engine": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
],
"env": {
"UE_PROJECT_PATH": "your-value",
"MCP_AUTOMATION_CAPABILITY_TOKEN": "your-value",
"UNREAL_MCP_URL": "your-value",
"LOG_LEVEL": "your-value"
}
}
}
}Tu navegador te pide permiso para abrir la app; luego la app muestra la configuración y te pide confirmar. Los valores de las claves quedan vacíos para que los completes tú.
Este se ejecuta en tu computadora, y ChatGPT solo puede conectarse a servidores en internet. Elige otra app.
Tu elección se guarda en una cookie en este dispositivo; no necesitas cuenta.
UNREAL_MCP_URL envLOG_LEVEL envEsta configuración se genera a partir de la ficha del creador en el registro. Si el README dice otra cosa, sigue el README.
Se ejecuta en tu computadora; la lista de herramientas aparece en tu app de IA después de instalarlo.
Revisamos información que cualquiera puede ver; no hemos leído el código. Las revisiones que no aplican no se cuentan. · Revisado el 7 nov 2026
El nombre en el registro se verificó con la cuenta de GitHub ChiR24, dueña del repo
Todavía no hemos leído este repo en GitHub
Todavía no hemos leído este repo en GitHub
Este se ejecuta en tu computadora; no hay endpoint en internet
Se ejecuta en tu computadora y usa ajustes locales en su lugar
Se ejecuta en tu computadora; solo podemos leer listas de herramientas de endpoints en internet
Comparado con todos los servidores activos de esta categoría en el registro. Las estrellas solo cuentan cuando quien lo publica es dueño del repo.
Superó 1 de 1 revisiones básicas aplicables. No hemos leído el código. Antes de agregar una clave o un token, revisa qué acceso pide el servidor y usa una clave que tenga solo los permisos que necesitas.
Debes completar: UE_PROJECT_PATH, MCP_AUTOMATION_CAPABILITY_TOKEN
Se ejecuta en tu computadora. Tu app de IA lo inicia cuando hace falta, y los datos no pasan por los servidores del creador (a menos que el propio servidor llame a un servicio en línea).
El repo de GitHub cambió por última vez –, y la última versión (0.6.1-beta-a) llegó al registro ayer.
Las apps compatibles con MCP, como Claude Desktop, Claude Code, Cursor y VS Code. También necesitas Node.js en tu computadora.
En la misma categoría: GitHub, Desktop Commander, Cloudflare MCP
Servidores de la misma categoría hechos por otros creadores, ordenados por estrellas.
Cómo leer una tarjeta:★ Estrellas de GitHubiTres pilares: reseñas · revisiones · usoiActualizado = fecha en que se publicó la última versión en el registroi
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
MCP server for terminal commands, file operations, and process management
Cloudflare MCP servers
Copiado tal cual del repo del creador. PopNx MCP no lo ha revisado ni lo respalda. Se quitaron HTML, imágenes y scripts. Los enlaces llevan fuera de este sitio.
EngineWire
EngineWire connects Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor,
and let it build levels, Blueprints, UI, materials, effects and more, through a native C++ editor plugin.
🧭 One tool, over 400 capabilities · ⚙️ Native C++ editor plugin · 🌐 HTTP or stdio · 🔐 Local and token-protected by default · 🎮 Unreal Engine 5.0 – 5.8
🌐 enginewire.dev · 🛒 Fab · 🚀 Quick Start · 📖 Wiki · 📦 Releases · 💬 Discussions
📌 Which version is this? This README describes 0.6.0, the stable release: the plugin on Fab and on the Releases page, and npm
unreal-engine-mcp-server(latest). The previous release, 0.5.30, exposes 23 separate tools instead of one; staying on a 0.5.30 plugin means pinningunreal-engine-mcp-server@0.5.30. See Upgrading from 0.5.x.
Contents · What it does · How it works · Quick start · The unreal tool · Configuration · Security · Engine plugins · Docker · Documentation · Development · Community
🏗️ Levels and actors
Spawn one actor or hundreds in a single call, place and attach them, find the ones sunk into the floor, and load, stream and save levels.
🧩 Blueprints and UI
Create Blueprints, variables and components, build whole event graphs in one batch, and lay out UMG widgets, with a preview image to check them.
🎨 Materials and worlds
Material graphs and instances, procedural textures, lighting, landscapes, foliage, Niagara effects and PCG graphs.
🕹️ Gameplay
Characters and animation, Gameplay Ability System, AI (Behavior Trees, State Trees, EQS), inventory, networking and Enhanced Input.
🎬 Cinematics and audio
Level Sequences, cameras, Movie Render Queue and Take Recorder; Sound Cues and MetaSounds.
🧪 Play and verify
Run Play-In-Editor with synthetic input, take screenshots the model can see, read logs, profile, run Python, and package builds.
Over 450 capabilities in all, behind a single MCP tool. The assistant finds them by searching in plain words, so nobody has to learn their names. The full list is the generated Action Reference.
A platformer level built with the MCP, in Unreal Editor 5.8. Bottom right: the plugin's status, MCP :3000 (1) , meaning the native server is running on port 3000 with one client connected.
The EngineWire plugin runs inside the editor and does all the work, on the editor's game thread, and serves MCP itself. Clients reach it in one of two ways, and both get the same single tool, unreal:
| 🌐 Route A · Native HTTP | 🧩 Route B · stdio | |
|---|---|---|
| Path | Client → the plugin's Streamable HTTP server at http://127.0.0.1:3000/mcp | Client → unreal-engine-mcp-server (Node.js, stdio) → the same /mcp |
| Node.js | Not needed | 20.19 or later |
| Capability token | The client sends it in the X-MCP-Capability-Token header | Read from the project, given UE_PROJECT_PATH |
| Editor restarts | The client reconnects by hand | The session stays: calls answer NOT_CONNECTED until the editor is back |
| Best for | Claude Code, Cursor, VS Code, and several clients sharing one editor | Claude Desktop, clients that only launch local commands, and long sessions across editor restarts |
Everything listens on 127.0.0.1 and requires the project's capability token unless you change it.
The Quick Start page walks through this with screenshots. You need Unreal Engine 5.0 to 5.8. Installing from Fab needs nothing else; building the plugin from source needs a project with C++ code (a Blueprint-only project can install from Fab or use prebuilt binaries).
From Fab (no compiler needed). Get EngineWire on Fab. In the Epic Games Launcher, open Unreal Engine › Library › Fab Library, find EngineWire and click Install to Engine for your engine version. Open your project, enable EngineWire in Edit › Plugins and restart the editor. Fab's 0.6.0 build ships with the native server off: if the status bar reads `MCP off`, turn on Enable Native MCP Server in Edit › Project Settings › Plugins › EngineWire › Native MCP and restart once more. Fab updates follow Epic's review, so the Fab build can trail the newest release here.
From a release. Download EngineWire-plugin- .zip from the newest release on the Releases page, and copy the EngineWire folder it contains into your project:
MyGame/Plugins/EngineWire/
Or use a clone of this repository: copy plugins/EngineWire/, or reference the folder from your .uproject with "AdditionalPluginDirectories": ["C:/Path/To/Unreal_mcp/plugins"].
Open the project and let Unreal rebuild the plugin. When it's loaded, the status bar shows `MCP :3000 (0)`: the plugin serves MCP on port 3000. If you see *"Engine modules cannot be compiled at runtime"*, build the project once in Visual Studio, Rider or Xcode. More in Installation.
https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
Prebuilt binaries (Blueprint-only projects, teams)
Build the plugin once on a machine with the engine and a compiler, then hand out the zip. No compiler is needed on the target machine:
node scripts/package-plugin.mjs "C:/Program Files/Epic Games/UE_5.7"
This writes build/EngineWire-v -UE5.7- .zip, where is the package.json version (currently 0.6.1-beta-a). Unzip it into YourProject/Plugins/. Binaries only work with the engine minor and platform they were built for: a 5.6 build won't load in 5.5, 5.7 or 5.8.
Route A · Native HTTP (no Node.js)
3000); Fab's 0.6.0 build ships with it off. A project where it is off needs it on and an editor restart. /Saved/MCP/capability-token. Treat it like a password.X-MCP-Capability-Token header. Claude Code: claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp --header "X-MCP-Capability-Token: <token>"
Or in a project .mcp.json (Claude Code), reading the token from an environment variable:
{
"mcpServers": { "unreal-engine": { "type": "http", "url": "http://127.0.0.1:3000/mcp", "headers": { "X-MCP-Capability-Token": "${UNREAL_MCP_TOKEN}" } } } }
Cursor (.cursor/mcp.json) takes the same url and headers without type. VS Code, Windsurf and others: Connecting Clients.
Route B · stdio (Node.js 20.19+)
The package is a small stdio proxy in front of the same /mcp. A client connected straight to /mcp loses its session whenever the editor closes or crashes, and has to reconnect by hand. Through the proxy, every call answers NOT_CONNECTED while the editor is down, and the first call after it is back reaches it, with no reconnect. It keeps the editor's last tool list, so a session that starts before the editor still gets the real tool.
Add this to your client's MCP configuration, for example Claude Desktop's claude_desktop_config.json:
{
"mcpServers": { "unreal-engine": { "command": "npx", "args": ["-y", "unreal-engine-mcp-server"], "env": { "UE_PROJECT_PATH": "C:/Path/To/YourProject" } } } }
Or let the
Solo se muestra el principio; lee el resto en el repo