UnrealEngine Bridge

Release CI License: MIT Unreal Engine 5.8 Python 3.11+

Claude Code, working inside your Unreal editor. This bridge gives Claude the abilities Epic's own MCP doesn't ship: run real editor Python, see the viewport continuously, light scenes with one command, reason about space with surface normals, and stay honest about every result.

58 MCP tools · 20 mounted by default · 635 tests · Changelog · Security


The one-paragraph story

UE 5.8 ships Epic's official Unreal MCP — 830 tools once you enable AllToolsets. That's the commodity control plane: spawn, transform, materials, Blueprints, Sequencer. So this bridge stopped competing and specialized. We live-probed Epic's entire surface, wrote the verdict for every one of our tools into EPIC_MCP_MATRIX.md, and flipped the default: you get our differentiated core out of the box, Epic handles the basics, and the 36 overlapping tools stay one env var away.


How it works

Two MCP servers, one editor. Claude uses both.

graph LR
    subgraph Claude Code
        A[MCP Client]
    end

    subgraph B1["This bridge — Python"]
        B[MCP Server<br/><i>FastMCP · stdio</i>]
        B --> C[Tiered Registry<br/><i>core: 20 · full: 56</i>]
        C --> D[Remote Control Bridge<br/><i>httpx · circuit breaker</i>]
    end

    subgraph Unreal Editor
        E[Remote Control API<br/><i>localhost:30010</i>]
        E --> F[Editor Runtime]
        G[ViewportPerception<br/><i>localhost:30011</i>]
        G --> F
        H[Epic Unreal MCP<br/><i>localhost:8000 · UE 5.8</i>]
        H --> F
    end

    A -- stdio --> B
    A -. HTTP /mcp .-> H
    D -- HTTP --> E
    C -. viewport capture .-> G

    style A fill:#5CFFDB,color:#05050D
    style B fill:#5CFFDB,color:#05050D
    style C fill:#5CFFDB,color:#05050D
    style D fill:#12121F,color:#fff
    style E fill:#FFCC33,color:#05050D
    style F fill:#12121F,color:#fff
    style G fill:#FFCC33,color:#05050D
    style H fill:#FFCC33,color:#05050D

Who does what:

Job Server
Spawn / transform / materials / Blueprints / Sequencer Epic's MCP (UE 5.8, AllToolsets)
Editor Python, console, lighting moods, cloner, perception, spatial reasoning This bridge
Works on UE 5.7 (no Epic MCP there) This bridge, with UE_MCP_PROFILE=full

Quick start

You need: UE 5.7 or 5.8 · Python 3.11+ · the Remote Control API plugin enabled (ships with the engine).

1 — Install

git clone https://github.com/JosephOIbrahim/UnrealEngine_Bridge.git
cd UnrealEngine_Bridge
pip install -e .

2 — Open the project

Open UnrealEngine_Bridge.uproject. Check the Output Log for "Remote Control Web Server started" — that's localhost:30010 up.

On UE 5.8, the ModelContextProtocol and AllToolsets plugins self-enable (they're staged Optional in the project). Start Epic's server from the console: ModelContextProtocol.StartServer.

3 — Connect Claude Code

The repo ships a ready .mcp.json — open the repo folder in Claude Code and both servers are configured. For other projects, copy it and fix the path.

4 — Try it

"Set golden hour and snap the crates to the terrain."

Claude uses ue_apply_mood_preset and ue_snap_to_ground — two things no other UE MCP can do.

Want the commodity tools from this bridge instead of Epic's? Set the env var and restart the server:

"unreal": { "command": "python", "args": ["-m", "ue_mcp.mcp_server"], "env": { "UE_MCP_PROFILE": "full" } }

What's mounted by default (the core 20)

These are the tools Epic's MCP does not have — verified against all 830 of theirs (the matrix).

🐍 Editor Python & console (2)

Tool What it does
ue_execute_python The escape hatch. Run real Python in the editor with the full unreal API (AST-sandboxed). Epic's execute_tool_script can't even import unreal.
ue_console_command Run console commands with structured output parsing. No console exec exists anywhere in Epic's surface.

👁 Perception (4)

Tool What it does
ue_viewport_percept One frame + camera, selection, and scene metadata in a single call
ue_viewport_watch Continuous capture at a set rate — Claude keeps watching
ue_viewport_diff Two-snapshot structural diff: what moved, appeared, disappeared
ue_viewport_config Resolution / format / rate for the capture pipeline

🌅 Lighting & atmosphere (5)

Tool What it does
ue_apply_mood_preset One command = coordinated sun + fog + clouds + color grade
ue_blend_mood_presets Interpolate two moods (t 0→1) for in-between looks
ue_set_time_of_day Hour 0–24 → sun elevation, azimuth, color, intensity
ue_setup_sky_atmosphere Build or update the whole sky rig, idempotently
ue_list_mood_presets See the built-in cinematic presets

📐 Spatial reasoning (4)

Tool What it does
ue_ground_trace Trace down at (x, y): hit point, surface normal, distance, actor. Epic's trace_world returns a bare distance.
ue_snap_to_ground Drop an actor onto the surface, optionally tilting to the slope
ue_spatial_query Nearest-N, AABB overlap, combined bounds, box contents
ue_get_actor_hierarchy The full recursive attachment tree in one call

🧩 Scene gaps Epic left open (3)

Tool What it does
ue_duplicate_actor Clone a level actor with an offset (no Epic equivalent)
ue_get_world_info Streaming levels, world settings, game mode
ue_create_cloner ClonerEffector procedural instancing, with read-back-verified configuration

❤️ Bridge health (2)

Tool What it does
ue_status Is the editor up? Is Remote Control reachable?
ue_health_check Version, uptime, circuit breaker, per-call metrics, active tool profile, Epic MCP reachability

The commodity tier (36 tools, UE_MCP_PROFILE=full)

Epic's MCP covers these — the matrix cites the exact equivalent for every row. They stay in the codebase, tested and honest, for UE 5.7 or as a fallback:

Module Tools
Actors spawn · delete · list · set_transform · get_bounds
Scene actor details · scene query · component details
Blueprints create · add component · set properties · CDO defaults · compile · list components · spawn
Materials create instance · set / get parameters · assign to slot
Sequencer create sequence · play/scrub · bind actor · keyframe
Level save · info · load
Assets find · create material · delete
Mograph Niagara system · PCG graph
Properties get / set any UObject property
Editor focus actor · select actors
Spatial measure (distance / extent)

Experimental tier (UE_MCP_PROFILE=all): ue_undo / ue_redo — honest not-implemented slots. The UE Python API has no scriptable editor-transaction route; these say so instead of pretending.


🧊 UE ↔ X3D round-trip harness (new in v0.3.0)

Hand Claude a level as open X3D it can read, edit, and validate — then write it back losslessly. A thin, fully-tested slice: no live editor needed to prove an edit is safe.

The one invariant it defends:

deserialize( serialize( level ) )  ==  level

Lossless round trip, plus malformed edits rejected on paper before any mutation. If both hold, the bridge is trustworthy — if either fails, nothing else matters.

Piece Job
Coordinate crux UE (Z-up, LH, cm) ↔ X3D (Y-up, RH, m) as one orthonormal basis B (det −1). B⁻¹ = Bᵀ, so the round trip is exact by construction — picking the right B is calibration, not correctness.
Closed grammar An X3D node set small enough to hand a model whole and validate against. UE specifics (mesh · mobility · folder · parent) ride in Metadata*.
Validate boundary Out-of-grammar nodes, dangling USE, NaN/∞, wrong arity, non-X3D root — all die here, before the editor is touched.
Apply seam Diffs two scenes into typed ops (spawn · transform · material · reparent) that emit ue_execute_python.
Preview The same X3D drops into a browser via X_ITE — free.
from x3d_bridge import Actor, serialize, deserialize, validate

x3d = serialize([Actor(guid="Rock_01", mesh="/Game/Meshes/SM_Rock",
                       t=(420.0, 0.0, 155.0))])
ok, errors = validate(x3d)     # the paper boundary
level = deserialize(x3d)       # lossless

Status — honest, per the house rule:

  • 55 tests — round-trip · validation battery · apply-op sequence — all green
  • ✅ Basis B independently re-derived and confirmed three ways
  • B is analyticnot yet calibrated against a live glTF export (round-trip is basis-agnostic, so this is fidelity-only, never correctness)
  • ⏳ A library today — not yet exposed as MCP tools

Why trust the results? Honesty as architecture

This bridge's tools cannot silently lie — that's enforced, not promised:

  • Exec-simulated codegen tests. Every generated editor script is compiled and executed against a strict fake unreal module in CI. Phantom APIs raise. Dropped arguments fail a sentinel gate. Hard-coded success prints fail honesty contracts.
  • Read-back verification. Writes that UE can silently ignore (cloner layout names) are read back before being reported "applied".
  • Honest statuses. The viewport fallback reports capture_status: timeout instead of an empty image with success: true. Not-implemented tools say "not implemented".
  • 635 tests, including scripted-failure contracts for every historical lying-tool bug.
graph TB
    subgraph Python layer
        MCP["MCP Server<br/><code>ue_mcp/mcp_server.py</code>"]
        Reg["Tiered Registry<br/><i>core / full / all</i>"]
        Tools["Tool Modules (14)<br/><code>ue_mcp/tools/</code>"]
        Val["Validation & AST Sandbox<br/><code>_validation.py</code>"]
        RC["Remote Control Bridge<br/><code>remote_control/</code>"]
        Met["Metrics & Circuit Breaker"]
    end

    subgraph Test layer
        Sim["Exec-Sim Harness<br/><i>strict fake unreal · honesty contracts</i>"]
    end

    subgraph Unreal Editor
        RCAPI["Remote Control API<br/><i>REST · :30010</i>"]
        VP["ViewportPerception plugin<br/><i>GPU readback · :30011</i>"]
        EPIC["Epic Unreal MCP<br/><i>HTTP+SSE · :8000 · UE 5.8</i>"]
    end

    MCP --> Reg --> Tools
    Tools --> Val
    Tools --> RC --> Met
    RC -- HTTP --> RCAPI
    Tools -. capture .-> VP
    Sim -. gates every generated script .-> Tools

    style MCP fill:#5CFFDB,color:#05050D
    style Reg fill:#5CFFDB,color:#05050D
    style Tools fill:#5CFFDB,color:#05050D
    style Sim fill:#12121F,color:#fff
    style RCAPI fill:#FFCC33,color:#05050D
    style VP fill:#FFCC33,color:#05050D
    style EPIC fill:#FFCC33,color:#05050D

Resilience

Pattern Detail
Circuit breaker CLOSED → OPEN (5 failures) → HALF_OPEN (30s, 1 probe) → CLOSED
Connection pooling 10 max connections, 5 keepalive
Timeout 10s adaptive default
Atomic file I/O tempfile + os.replace (NTFS-safe)
Python sandbox AST validation blocking os, subprocess, open, getattr, dunders

Network surface & trust model

Everything is localhost, single trusted operator: Remote Control (:30010), ViewportPerception (:30011, off by default), and — on 5.8 — Epic's MCP (:8000, no auth, serial on the game thread; Epic's EULA §6(e) governs what your LLM provider may do with transmitted data). Don't expose any of them to untrusted networks.

Full trust model and hardening guidance: SECURITY.md.


Project structure

UnrealEngine_Bridge/
├── ue_mcp/                        # MCP server package
│   ├── mcp_server.py              # FastMCP entry point (stdio) + health tools
│   ├── metrics.py                 # Telemetry + observability
│   ├── ue_logging.py              # Structured JSON logging
│   └── tools/                     # 14 modules · 56 tools · tiered registry in __init__.py
├── remote_control/                # UE5 HTTP bridge (circuit breaker, codegen, polling)
├── x3d_bridge/                    # UE↔X3D round-trip harness (coords · grammar · validate · apply)
├── usd_bridge/                    # USD file I/O package (parked, out of the ship path)
├── Plugins/
│   ├── UEBridge/                  # Editor panel, file watcher (C++)
│   └── ViewportPerception/        # GPU readback + HTTP endpoint (C++)
├── docs/
│   ├── EPIC_MCP_MATRIX.md         # Retirement contract-of-record (probe-grounded)
│   └── epic_mcp/                  # Raw probe captures of Epic's 830-tool surface
├── scripts/probe_epic_mcp.py      # Re-probe Epic's surface per engine version
├── tests/                         # 635 tests, incl. tests/exec_sim/ + tier gates
├── smoke_live.py                  # Live-editor smoke harness (on-demand)
└── .mcp.json                      # Two-server config: this bridge + Epic's MCP

Development

Run the tests

pip install -e ".[dev]"
python -m pytest -q                # 635 tests

Lint

ruff check ue_mcp/ remote_control/ tests/

Add a tool (each step is checked by CI)

  1. Create ue_mcp/tools/your_module.py with a register(server, ue) function
  2. Decorate tools with @server.tool(...); validate inputs via _validation.py
  3. Wire the module into ue_mcp/tools/__init__.pyand classify the tool in TIERS (an unclassified tool fails CI)
  4. Add a sentinel entry in tests/exec_sim/registry.py (a missing entry fails CI)
  5. Add tests

License

Released under the MIT License — Copyright (c) 2026 Joseph Ibrahim.