unreal-mcp (sam-david/unreal-mcp) is an MCP server listed on the M8ven Trust Index. It scores 50 out of 100, grade D. It declares 127 tools. No publisher has claimed this listing.
Enables natural language interaction with Unreal Engine, providing 127 tools across 16 subsystems for tasks like actor manipulation, asset management, blueprint creation, and more, using built-in Python and Remote Control plugins.
Caution. Specific findings reduced this grade. They are listed on the page. Grades reflect the full trust pyramid: code, verification depth, and reputation. New projects cap at C until adoption is earned.
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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.
list_actorsList all actors in the current level, optionally filtered by class.
spawn_actorSpawn a new actor in the current level.
delete_actorDelete an actor from the current level by name or label.
get_actor_propertiesGet all properties of an actor by name.
set_actor_transformSet the location, rotation, and/or scale of an actor.
set_actor_propertySet a property on an actor via the Remote Control API.
get_actor_componentsList all components on an actor.
select_actorsSet the editor's actor selection.
duplicate_actorsDuplicate actors by name.
set_actor_tagsSet tags on an actor.
create_anim_blueprintCreate an Animation Blueprint for a target skeleton.
get_anim_sequence_infoGet info about an animation sequence (length, frames, bone data).
create_anim_montageCreate an animation montage from an animation sequence.
set_skeletal_mesh_lodConfigure LOD settings on a skeletal mesh.
reimport_skeletal_meshReimport a skeletal mesh from its source file.
apply_anim_modifierApply an animation modifier to an animation sequence.
list_assetsList assets in a content directory with optional class filter.
search_assetsSearch for assets by name, class, or tag.
get_asset_infoGet detailed metadata for an asset.
get_asset_referencesGet the dependency and referencer graph for an asset.
rename_assetRename or move an asset.
duplicate_assetDuplicate an asset to a new path.
delete_assetDelete an asset. Checks for references first.
import_assetImport an external file (FBX, PNG, WAV, etc.) into the project.
export_assetExport an asset to an external file format.
validate_assetsRun data validation on assets in a directory.
save_assetForce save a specific asset.
save_allSave all dirty (modified) assets.
fix_redirectorsClean up asset redirectors in the project (runs FixUpRedirects commandlet).
resave_packagesBulk resave all packages in the project (runs ResavePackages commandlet).
content_auditRun content audit to find costly or problematic assets (runs ContentAudit commandlet).
consolidate_assetsConsolidate duplicate assets — replace references from source assets to a target asset.
create_blueprintCreate a new Blueprint class.
add_blueprint_componentAdd a component to a Blueprint.
add_blueprint_variableAdd a variable to a Blueprint.
add_graph_nodeAdd a node to a Blueprint's event graph. Requires the optional C++ plugin for full node type support. Falls back to Python for basic operations.
connect_graph_nodesWire two node pins together in a Blueprint graph. Requires the optional C++ plugin.
remove_graph_nodeRemove a node from a Blueprint graph. Requires the optional C++ plugin.
list_graph_nodesList all nodes in a Blueprint's event graph.
compile_blueprintCompile a Blueprint.
get_blueprint_infoGet Blueprint info: class, variables, functions, components, and graphs.
spawn_blueprint_actorSpawn an instance of a Blueprint class in the level.
add_blueprint_functionAdd a custom function to a Blueprint.
set_blueprint_propertySet a default property value on a Blueprint's CDO (Class Default Object). For component properties, use a dot path like 'ComponentName.PropertyName'.
build_targetBuild a C++ target using UnrealBuildTool. Compiles the project's C++ code.
build_cook_runFull BuildCookRun pipeline — build, cook, stage, package, and optionally deploy/run. This is the primary command for packaging a project.
cook_contentCook content only (no C++ build). Converts assets to platform-specific format.
package_projectPackage the project for distribution. Runs build + cook + stage + package.
build_pluginBuild a plugin standalone.
generate_project_filesRegenerate IDE project files (Visual Studio, Xcode, Rider).
build_graphExecute a BuildGraph XML script for CI/CD automation.
clean_projectClean build artifacts for the project.
get_build_statusParse the last build output and return structured errors, warnings, and progress.
execute_pythonExecute arbitrary Python code in the Unreal Editor's Python environment. Has access to the full `unreal` module.
execute_console_commandRun a console command in the Unreal Editor (e.g., 'stat fps', 'stat unit', 'r.SetRes 1920x1080').
take_screenshotCapture a screenshot of the active editor viewport. Returns the file path of the saved image.
get_viewport_cameraGet the current editor viewport camera location and rotation.
set_viewport_cameraSet the editor viewport camera location and/or rotation.
get_connection_statusCheck which Unreal Engine transports are currently connected (Remote Control, Python, Plugin Bridge).
run_editor_utility_widgetRun an Editor Utility Widget by asset path.
run_editor_utility_blueprintRun an Editor Utility Blueprint's Run event.
generate_lodsGenerate LODs for a static mesh.
generate_collisionGenerate collision for a static mesh.
generate_lightmap_uvsGenerate lightmap UVs for a static mesh.
undoUndo the last editor action.
redoRedo the last undone editor action.
get_undo_historyGet the undo/redo transaction history.
create_materialCreate a new material asset.
apply_materialApply a material to an actor's mesh component.
create_material_expressionAdd an expression node to a material's graph (e.g., TextureSample, Multiply, Constant3Vector).
connect_material_expressionsWire two material expression nodes together.
connect_material_propertyConnect an expression to a material output property (BaseColor, Normal, Metallic, Roughness, etc.).
delete_material_expressionRemove an expression node from a material graph.
list_material_expressionsList all expression nodes in a material.
create_material_instanceCreate a material instance from a parent material.
set_material_instance_scalarSet a scalar parameter on a material instance.
set_material_instance_vectorSet a vector parameter on a material instance.
set_material_instance_textureSet a texture parameter on a material instance.
recompile_materialRecompile a material after making changes to its graph.
create_material_functionCreate a reusable material function.
spawn_niagara_at_locationSpawn a Niagara particle system at a world location.
spawn_niagara_attachedSpawn a Niagara system attached to an actor.
set_niagara_floatSet a float parameter on a Niagara component.
set_niagara_vectorSet a vector parameter on a Niagara component.
set_niagara_colorSet a linear color parameter on a Niagara component.
set_niagara_boolSet a bool parameter on a Niagara component.
reset_niagara_systemReset a Niagara system on an actor.
reinit_niagara_systemReinitialize a Niagara system on an actor.
list_pluginsList installed plugins and their enabled status.
enable_pluginEnable a plugin in the .uproject file. Requires editor restart to take effect.
disable_pluginDisable a plugin in the .uproject file. Requires editor restart to take effect.
start_traceStart an Unreal Insights trace session with selected channels.
stop_traceStop the active Unreal Insights trace session.
run_stat_commandExecute a stat console command (e.g., stat fps, stat unit, stat memory).
start_csv_profilingStart CSV profiling capture for performance regression analysis.
stop_csv_profilingStop CSV profiling capture and save results.
list_presetsList all Remote Control Presets in the project.
get_preset_infoGet details of a Remote Control Preset (exposed properties and functions).
get_preset_propertyGet a property value exposed via a Remote Control Preset.
set_preset_propertySet a property value exposed via a Remote Control Preset.
27 further tools are not listed here. The complete surface is in the source.
Disclosed vulnerabilities in this server's declared npm dependencies (via OSV). Whether each is reachable depends on the installed versions.
When Vitest UI server is listening, arbitrary file can be read and executed
Vitest allows Remote Code Execution when accessing a malicious website while Vitest API server is listening
@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
UNREAL_MCP_CONFIGURATIONDevelopment Build configurationUNREAL_MCP_ENGINE_PATHauto-detect UE engine install pathUNREAL_MCP_MODULESall Comma-separated list of modules to enableUNREAL_MCP_PLATFORMWin64 Target platformUNREAL_MCP_PROJECT_PATH"": "/path/to/YourProject.uproject"UNREAL_MCP_PYTHON_PORT6776 Python Remote Execution portUNREAL_MCP_RC_PORT30010 Remote Control API portTool 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
127/127 tools missing one or more hints — list_actors (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); spawn_actor (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); delete_actor (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint), +124 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.
Tool inputs are validated
104/127 tool handlers declare input schemas (82%)
Declare an inputSchema with zod/joi/yup on every tool definition.
Tool handlers catch errors
Only 0/127 tool handlers wrap calls in try/catch (0%)
Wrap each tool handler body in try/catch and return a structured error response.
License file
No license file
Add a LICENSE file (MIT, Apache-2.0, etc.).
Tests exist
No test files found
Add tests that exercise each declared tool.
Shell command execution
8 child_process calls — runs shell commands
Prefer library functions over shell-outs. If you must shell out, ensure all inputs are properly escaped.
Production dependencies are patched
0 critical, 4 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.
Dev dependencies
2 critical/high in dev-only deps (does not ship to users)
Upgrade dev dependencies when convenient.
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