unreal-mcp (runreal/unreal-mcp) is an MCP server listed on the M8ven Trust Index. It scores 18 out of 100, grade F. It declares 20 tools. No publisher has claimed this listing.
MCP server for Unreal Engine that uses Unreal Python Remote Execution
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runreal
Source: mcp.so · also listed on github_topic
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Install from
The grade above is for the source repository. Registries can serve a different version, so we mark the ones we were not able to read.
These names and descriptions are the publisher's own, read from the source code. We print them as written. Our assessment is the findings above, not this list.
set_unreal_engine_pathSet the Unreal Engine path
set_unreal_project_pathSet the Project path
get_unreal_engine_pathGet the current Unreal Engine path
get_unreal_project_pathGet the current Unreal Project path
editor_run_pythonExecute any python within the Unreal Editor. All python must have `import unreal` at the top. CHECK THE UNREAL PYTHON DOCUMENTATION BEFORE USING THIS TOOL. NEVER EVER ADD COMMENTS
editor_list_assetsList all Unreal assets Example output: [''/Game/Characters/Hero/BP_Hero'', ''/Game/Maps/TestMap'', ''/Game/Materials/M_Basic''] Returns a Python list of asset paths.
editor_export_assetExport an Unreal asset to text Example output: Binary data of the exported asset file Returns the raw binary content of the exported asset.
editor_get_asset_infoGet information about an asset, including LOD levels for StaticMesh and SkeletalMesh assets Example output: [{'name': 'SM_Cube', 'is_valid': True, 'is_u_asset': True, 'is_asset_loaded': True, 'class': 'StaticMesh', 'path': '/Game/Meshes/SM_Cube', 'package': 'SM_Cube', 'package_path': '/Game/Meshes/…
editor_get_asset_referencesGet references for an asset Example output: [{'name': '/Game/Materials/M_Character.M_Character', 'class': 'Material'}, {'name': '/Game/Blueprints/BP_Player.BP_Player', 'class': 'Blueprint'}] Returns list of assets that reference the specified asset.
editor_console_commandRun a console command in Unreal Example output: (No output for most commands, executed silently) Executes the console command without returning output.
editor_project_infoGet detailed information about the current project Example output: {'project_name': 'MyGame', 'project_directory': '/Users/dev/MyGame/', 'engine_version': '5.3.0', 'total_assets': 1250, 'asset_locations': {'Game': 800, 'Engine': 450}, 'enhanced_input_enabled': true, 'input_actions': ['/Game/Input/I…
editor_get_map_infoGet detailed information about the current map/level Example output: {'map_name': 'TestMap', 'map_path': '/Game/Maps/TestMap', 'total_actors': 45, 'actor_types': {'StaticMeshActor': 20, 'DirectionalLight': 1, 'PlayerStart': 1}, 'lighting': {'has_lightmass_importance_volume': false, 'directional_lig…
editor_search_assetsSearch for assets by name or path with optional class filter Example output: {'search_term': 'character', 'asset_class_filter': 'Blueprint', 'total_matches': 3, 'assets': [{'name': 'BP_Character', 'path': '/Game/Characters', 'class': 'Blueprint', 'package_name': 'BP_Character'}, {'name': 'BP_EnemyC…
editor_get_world_outlinerGet all actors in the current world with their properties Example output: {'world_name': 'TestMap', 'total_actors': 45, 'actors': [{'name': 'StaticMeshActor_0', 'class': 'StaticMeshActor', 'location': {'x': 0.0, 'y': 0.0, 'z': 0.0}, 'rotation': {'pitch': 0.0, 'yaw': 0.0, 'roll': 0.0}, 'scale': {'x'…
editor_validate_assetsValidate assets in the project to check for errors Example output: {'total_validated': 100, 'valid_assets': [{'path': '/Game/Meshes/SM_Cube', 'class': 'StaticMesh', 'size': '1024'}], 'invalid_assets': [{'path': '/Game/Missing/Asset', 'error': 'Asset does not exist'}], 'validation_summary': {'valid_…
editor_create_objectCreate a new object/actor in the world Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}, 'rotation': {'pitch': 0.0, 'yaw': 45.0, 'roll': 0.0}, 'scale': {'x': 1.0, 'y': 1.0, 'z': 1…
editor_update_objectUpdate an existing object/actor in the world Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'UpdatedCube', 'class': 'StaticMeshActor', 'location': {'x': 150.0, 'y': 200.0, 'z': 50.0}, 'rotation': {'pitch': 0.0, 'yaw': 90.0, 'roll': 0.0}, 'scale': {'x': 2.0, 'y':…
editor_delete_objectDelete an object/actor from the world Example output: {'success': true, 'message': 'Successfully deleted actor: MyCube', 'deleted_actor': {'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}}} Returns deletion confi…
editor_take_screenshotTake a screenshot of the Unreal Editor Example output: data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAA... Returns a base64-encoded PNG image of the current editor view. IF THIS ERRORS OUT MAKE SURE THE UNREAL ENGINE WINDOW IS FOCUSED
editor_move_cameraMove the viewport camera to a specific location and rotation for positioning screenshots
Disclosed vulnerabilities in this server's declared npm dependencies (via OSV). Whether each is reachable depends on the installed versions.
@modelcontextprotocol/sdk has cross-client data leak via shared server/transport instance reuse
Anthropic's MCP TypeScript SDK has a ReDoS vulnerability
Model Context Protocol (MCP) TypeScript SDK does not enable DNS rebinding protection by default
Tool annotations
No tools have read-only/destructive annotations
Add readOnlyHint or destructiveHint annotations to every tool so hosts can warn users before invoking.
All four hints declared on every tool
20/20 tools missing one or more hints — set_unreal_engine_path (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); set_unreal_project_path (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); get_unreal_engine_path (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint), +17 more. OpenAI's directory rejects tools where any of the four hints are missing or non-boolean.
For every tool, set all four hints (readOnlyHint, destructiveHint, idempotentHint, openWorldHint) to explicit true/false values that match the handler’s actual behaviour.
Destructive tools are labelled
1 tool perform destructive updates without destructiveHint — editor_take_screenshot deletes at line 470 (fs.unlinkSync(fullPath))
Add destructiveHint:true to any tool whose handler calls .delete(), .upsert(), .update(), unlink, rm, DELETE, DROP, REPLACE INTO, or any operation that overwrites existing data.
Descriptions match behaviour
1 tool describes read intent but its handler mutates — editor_take_screenshot (line 470: fs.unlinkSync(fullPath))
Rename the tool, rewrite the description, or move the side-effect into a separate clearly-named tool.
Tool inputs are validated
16/20 tool handlers declare input schemas (80%)
Declare an inputSchema with zod/joi/yup on every tool definition.
Tests exist
No test files found
Add tests that exercise each declared tool.
No eval / new Function
1 eval() or new Function() call — dynamic code execution
Replace eval / Function with explicit parsing or safer alternatives.
Production dependencies are patched
0 critical, 3 high severity in production deps — @modelcontextprotocol/sdk@1.12.1 (high), @modelcontextprotocol/sdk@1.12.1 (high)
Run npm audit fix, or upgrade the affected packages to a non-vulnerable version.
Tool description accuracy
editor_take_screenshot: description implies read-only but handler writes/deletes/executes
Update tool descriptions to accurately reflect all capabilities — especially write, delete, or execute operations.
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