Open Source

AI-Powered Unreal
Engine Automation

190 curated tools across 37 domains, with a self-growing workflow intelligence layer that learns from every session. Give Claude full control over Blueprints, materials, levels, sequencer, AI, and more — on Unreal Engine 5.4 through 5.8.

npx unreal-master-mcp-server
190 Tools
37 Domains
1,336 Tests
89 Workflows
166 Scripts
v0.6.0 Version
UE 5.4–5.8 Compatibility

Production-Grade Reliability

Built for real game development workflows — not just demos. Every failure mode has a recovery path.

Structured Error Codes

13 typed UMA_E_* codes replace raw string errors. Every failure includes error code, tool name, and structured details for reliable programmatic handling.

Circuit Breaker

Auto-disables tools after 5 consecutive failures. Self-heals after a 60-second cooldown. A ping command resets the circuit without a restart.

Per-Tool Timeouts

30-second default, up to 5 minutes for builds and long workflows. 16 long-running tools receive extended timeouts automatically — no configuration needed.

Self-Healing Compilation

Parse errors trigger automatic fix-and-retry cycles. Up to 3 attempts before reporting to the developer — most compilation failures resolve without human intervention.

Safety Gate

Destructive operations require explicit human approval via UE editor dialog. 60-second timeout with auto-reject on no response keeps your project safe.

Context Intelligence

Intent matching with 60+ UE synonym groups. Learns from workflow outcomes and error resolutions — gets smarter with every session.

Living Intelligence

The knowledge base no longer waits for you to teach it. Every tool call now feeds a loop that observes, tracks, learns, and assists — automatically.

Observe — Auto Journaling

Every tool call is journaled server-side automatically, with zero extra calls required from the AI.

Track — Auto Outcome Recording

Workflow outcomes are recorded automatically once a high-confidence intent match completes its required steps.

Learn — Sequence Mining

context-suggestWorkflows mines the usage journal for frequent tool sequences and surfaces them as candidates the AI can formalize into new workflows — a self-growing knowledge base.

Assist — Proactive Hints

Tool results carry an opt-out _uma hint block: known-error fixes on failure, progress and next-step suggestions on success.

Hybrid Intent Matching

TF-IDF hybrid matching combined with 90-day time-decayed outcome confidence — recent successes weigh more than stale ones.

Usage-Weighted Recommendations

context-recommend and the new context-getUsageStats tool surface next-tool suggestions weighted by real usage, visible live on the analytics dashboard.

Why Unreal Master Agent?

Epic now ships a first-party MCP plugin in UE 5.8 (Experimental). Here's how the two compare — and why they aren't mutually exclusive.

Dimension Unreal Master Agent Epic Unreal MCP (UE 5.8, Experimental)
Curated tools 190 tools across 37 domains Experimental toolset registry
Self-growing intelligence Yes — 89 workflows, auto-learning, error-resolution memory Not provided
UE versions 5.4 – 5.8 5.8 only
MCP hosts / transport All MCP hosts, incl. stdio — UE connects out over WebSocket HTTP + SSE only
Self-healing compile loop Yes — automatic fix-and-retry, up to 3 attempts Not provided
Community workflow marketplace Yes — importable workflow gallery Not provided
Maturity 1,336 tests, circuit breaker, safety gates Experimental

Epic shipping a first-party MCP plugin validates the category. Both can run side-by-side against the same UE instance — different ports and protocols, no conflict.

4-Layer Design

A clean separation between AI reasoning, protocol bridging, engine interfacing, and API execution.

Layer 01

Claude Code — MCP Host

Interprets natural language, decides tool sequences, applies context intelligence for workflow matching and error recovery.

stdio / JSON-RPC

Layer 02

MCP Bridge Server — Node.js / TypeScript

190 registered tools across 37 domains. Auto-registration architecture with domain index.ts modules, ToolHookManager, custom tool discovery, and extensible Python script support.

WebSocket · port 9877

Layer 03

UE Agent Plugin — C++ / Python

Blueprint graph serializer, Python bridge for 166 automation scripts, human approval gate for destructive operations, and Live Coding integration.

Direct API calls

Layer 04

Unreal Engine 5.4–5.8

Direct C++ and Python API calls into the engine. All editor API calls dispatched via GameThread to satisfy UE's thread-safety requirements.

37 Domains, One Interface

Every major Unreal Engine system exposed through a single natural language interface.

Blueprint5 tools
Actor9 tools
Material6 tools
Level5 tools
Asset8 tools
Animation5 tools
Sequencer8 tools
AI / Nav8 tools
Widget / UMG6 tools
Niagara VFX6 tools
Landscape5 tools
Physics5 tools
Texture6 tools
Audio6 tools
Mesh4 tools
DataTable4 tools
Build3 tools
Debug3 tools
Gameplay4 tools
Source Control3 tools
Editor9 tools
Content4 tools
File3 tools
Compilation4 tools
Project6 tools
Workflow8 tools
Context18 tools
Python3 tools
Slate3 tools
Chat1 tool
Refactor1 tool
Analyze4 tools
World Partition4 tools
Foliage3 tools
Curve3 tools
PCG4 tools
Geometry Script3 tools

What's New

v0.6.0

Living Intelligence

Self-Growing Workflow Knowledge Base, Hybrid Intent Matching, UE 5.8 Support

New Living Intelligence layer: every tool call is auto-journaled, workflow outcomes are auto-recorded after high-confidence intent matches, and proactive _uma hints surface known-error fixes and next-step suggestions in tool results (opt out via UMA_HINTS=off). Sequence mining surfaces emerging workflow candidates for the AI to formalize into new workflows. Two new tools — context-suggestWorkflows and context-getUsageStats (190 total tools, 18 in the Context domain). Hybrid TF-IDF intent matching with 90-day time-decayed outcome confidence and usage-weighted next-tool recommendations. Analytics dashboard fixed and now shows live tool-usage stats. Declared support for Unreal Engine 5.8 following a full compatibility analysis (Windows source builds on 5.8 require Visual Studio 2026).

v0.5.0

Extensibility

Plugin Extension API, Auto-Registration, Tool Hooks, Custom Scripts

server.ts refactored from 1490 to 158 lines. Tool registrations moved to 37 domain index.ts modules via auto-registration. ToolHookManager for pre/post execution hooks. Custom tool discovery from custom-tools/ directory. Custom Python scripts via Content/Python/uma_custom/. Two new tools: python-customExecute and python-listCustomScripts (188 total tools, 1228 tests).

v0.4.3

Security Hardening

WebSocket Auth, Rate Limiting, Path Traversal Prevention

WebSocket authentication via shared secret with crypto.timingSafeEqual. Sliding-window rate limiting wrapping all 183 tools. Enhanced path traversal prevention blocking null bytes, encoded traversals, and UNC paths. Asset path validation in safety gate. Input validation audit across all tools.

v0.4.2

Observability

Structured Logging, OTEL Tracing, Metrics Dashboard, Alerting

JSON structured logging with LOG_FORMAT env var and withContext(). OpenTelemetry-compatible tracing with W3C traceId/spanId and OTLP export. Performance dashboard with p50/p95/p99 latency percentiles. Error rate alerting via webhook with sliding window and cooldown.

v0.4.1

Error Handling & Resilience

Structured Errors, Circuit Breaker, Per-Tool Timeouts

Introduced 13 typed UMA_E_* error codes replacing raw string errors. Added circuit breaker with 5-failure threshold and 60s cooldown. Extended timeouts for 16 long-running tools. Reconnection tracking.

One Command Setup

Unreal Master Agent runs as a local MCP server. No accounts, no cloud dependency. Add it to Claude Code's config and it activates immediately in your next session.

The UE plugin connects via WebSocket on port 9877. Once connected, Claude can read your entire project structure, manipulate Blueprints, spawn actors, edit materials, and run Python scripts — all through natural language.

  1. Add the config block to .claude/mcp.json in your project or home directory
  2. Install the UE Agent Plugin into your Unreal Engine project's Plugins/ folder
  3. Open your project in UE 5.4–5.8, then start a Claude Code session and ask it anything
.claude/mcp.json
{
  "mcpServers": {
    "unreal-master": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-master-mcp-server"
      ],
      "env": {
        "UE_WS_PORT": "9877"
      }
    }
  }
}