Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
제작자가 쓴 설명(영어 원문)
MCP server for Unreal Engine 5, built into the editor: Blueprints, materials, levels, Niagara, PCG.
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
제작자가 레지스트리에 설치 정보를 올리지 않았어요. 아래 제작자의 README를 확인하세요.
내 컴퓨터에서 실행돼요. 설치하면 AI 앱에 도구 목록이 나타나요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 7일 점검
레지스트리 이름이 GitHub 계정 CarlxsMG 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
내 컴퓨터에서 실행되는 서버라 인터넷 엔드포인트가 없어요
내 컴퓨터에서 실행되며, 대신 로컬 설정을 사용해요
내 컴퓨터에서 실행돼요. 도구 목록은 인터넷 엔드포인트가 있는 서버에서만 읽을 수 있어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 1개 중 1개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
레지스트리에 필수 키가 나와 있지 않아요. 다만 처음 쓸 때 로그인을 요구하는 서버도 있어요.
내 컴퓨터에서 실행돼요. AI 앱이 필요할 때 실행하고, 데이터는 제작자의 서버를 거치지 않아요(서버 자체가 온라인 서비스를 호출하는 경우는 제외).
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(2.10.1)은 그저께 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요.
같은 카테고리에는: Spec Driven Development, Remote Desktop Commander, OpenTakeoff
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
Construction takeoff for AI agents: load plans, set scale, measure, count, export with provenance.
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
UEAgent
The MCP server for Unreal Engine 5, built into the editor.
More than 1,500 tools that let Claude Code, Cursor or any MCP client build in Unreal,
with every change checked before it runs and read back after.
English · Español
UEAgent is an Unreal Engine 5.7 and 5.8 editor plugin that lets AI agents operate the editor through the Model Context Protocol. The plugin is the server: it serves Streamable HTTP from inside the editor, with no Python or Node process in between.
success: true proves nothing, so every call goes through a contract:flowchart LR
A["AI agent Claude Code, Cursor, ..."] -- "MCP over HTTP" --> P subgraph E["Unreal Editor + UEAgent"] P["Preconditions refuse known crashes"] --> H["Tool 1,500+ of them"] --> R["Readback re-read the state"] end R -- "verified result" --> A
How a server inside the editor differs from one outside it, and the questions to ask any MCP server for Unreal: Choosing an MCP server.
Let your agent do it. Open Claude Code, Cursor, Codex or another agent in your project's folder and paste:
Install the UEAgent plugin in this Unreal Engine project and connect yourself to it, following https://raw.githubusercontent.com/CarlxsMG/UEAgent/main/llms-install.md
It does the steps below, checks the download's SHA-256 and asks before it changes anything; you reload its MCP servers at the end. See llms-install.md. Or by hand:
UEAgent-*-UE5.8-Win64.zip (or -UE5.7-, for your engine) from Releases and unzip it into /Plugins/, or build it from source.unreal entry of your project's .mcp.json, and Connect another client does the same for Cursor, VS Code, Antigravity CLI and OpenCode (and copies the command for Codex). Or, for yourself only: claude mcp add --transport http unreal http://127.0.0.1:55561/mcp
Any MCP client that speaks Streamable HTTP can connect to the same URL: see Clients.
| Ask | Tools it uses |
|---|---|
| "Create BP_Door: a mesh and a box trigger that open the door with a timeline on overlap." | create_blueprint, add_component_to_blueprint, build_blueprint_graph, compile_blueprint |
| "Find every Blueprint under /Game that does not compile and tell me why." | find_erroring_blueprints, get_graph_nodes, lint_blueprint_graph |
| "Make a red variant of M_Base and put it on the crates in this level." | create_material_instance, get_actors_by_class, set_actor_material |
| "Play the level, read the player's health, take a screenshot, stop." | start_play_in_editor, get_properties, capture_pie_screenshot, stop_play_in_editor |
| "Cut a shot: camera cut, a fade in, and the intro sound at frame 0." | create_level_sequence, add_camera_cut_track, add_fade_track_to_sequence, add_audio_section |
| "Which of my assets still reference the vendor pack, and which classes inherit from it?" | audit_asset_references, audit_class_purity, run_map_check |
More in Examples.
| Client | Notes |
|---|---|
| Claude Code | One-click connection from the editor's status bar. It loads tools on demand, so ?tools=all at the end of the URL gives it every tool. |
| Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI, Codex | Any client with Streamable HTTP: see the setup for each one. |
By default the server lists its 11 core tools, and four tools that search, describe and run the rest or add a pack or a whole domain to the list. ?tools=all at the end of the URL lists every tool, and ?tools=compact only three: see tool lists.
UEAgent is listed in:
io.github.CarlxsMG/UEAgent, which other directories and clients read from;UEAgent ships agent skills in the open Agent Skills format, for Claude Code, Codex, Cursor, VS Code, Antigravity CLI, Gemini CLI and OpenCode. Install them into the project from the editor's status bar: MCP · 55561 > Skills. They come with the plugin, so they always match its tools.
| Skill | |
|---|---|
ueagent-tool-map | Which core tool, pack or domain covers a task, and the order a task calls them in: find, read, change, check, compile, save |
ueagent-skill-builder | Turns a workflow you want to repeat into a new skill: it finds the tools, rehearses the task in the editor, checks the result and writes the SKILL.md |
ueagent-blueprint-actor | A Blueprint actor from a description: components, graph, a clean compile, and an instance in the level |
ueagent-project-audit | What is broken and what can go, most serious first |
ueagent-level-lighting | Outdoor lighting (sun, sky, sky light, fog) and a screenshot |
ueagent-report-issue | Reports a bug or asks for a tool as a GitHub issue, with the versions, the call and the log |
ueagent-contribute-fix | Turns a change to the plugin's code into a pull request, following the repository's rules |
The client loads them by itself when a request matches. The server also serves them as MCP prompts and resources, ueagent://guide among them, for a client without the skills installed. More in Skills.
Also on the web, with search and a tool explorer: carlxsmg.github.io/UEAgent.
| Clients | Connecting Claude Code, Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI and Codex |
| Examples | Prompts that work well, and the tools they use |
| Skills | The Claude Code plugin: a skill builder and three skills made with it |
| Tool reference | Every tool, by domain |
| Answers and refusals | What a call returns, and how to read a refusal or a readback verdict |
| FAQ | Versions, safety, cost |
| Troubleshooting | When a client cannot connect or a call is refused |
| Architecture | How a call travels through the editor, and the contract around it |
| Glossary | The words the docs and the tools' answers use |
UEAgent.uplugin): among them PythonScriptPlugin, EditorScriptingUtilities, Niagara, PCG, StateTree, ControlRig, IKRig, PoseSearch, Interchange and USD. Game Features is the exception: the plugin does not turn it on, and its five tools work once your project enables it.Copy or clone this repository to /Plugins/UEAgent, then open the project and let Unreal build it, or build the editor target from your IDE. When the editor starts, the log shows MCP HTTP server started on http://127.0.0.1:55561/mcp (... tools ...).
MCP · 55561 > Check for updates asks GitHub for the latest release. If it is newer, Download and install downloads the zip for your engine, checks it against the release's SHA256SUMS.txt, and installs it when the editor closes, or right away with Restart now, which closes the editor, installs it and opens the editor again. The previous version is kept in Saved/UEAgentUpdate/Backup, and if the new one cannot be moved in, the previous one is put back.
A git clone is updated with git pull, and a copy installed from Fab from the Epic Games Launcher. After an update, reconnect your client so it lists the tools again.
Editor Preferences > Plugins > UEAgent (per user):
| Setting | Default | |
|---|---|---|
| Enable HTTP server | on | the MCP server |
| HTTP port | 55561 | -McpHttpPort=N on the command line overrides it |
| Auth token | empty | when set, every request needs Authorization: Bearer |
| HTTP keep-alive | on | off: each response closes its connection, for a proxy, antivirus or VPN that holds a response until then (see A client connects but times out); `-McpHttpNoKee
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