Unity MCP Server — Multi-agent MCP server for Unity Editor, designed for Claude Cowork. By AnkleBreaker Studio.
Unreal Master is installed from its publisher's own source and answers where it runs, so this marketplace is not in the path of a single call. There is no address here to send one to, and a panel that pretended otherwise would be showing you an answer we made up. Install it and call it from your own client — the Installation tab has the entry for each one.
Open InstallationWhat it does
MCP server bridging Claude AI to Unreal Engine — 188 tools across 37 domains for Blueprint, AI, materials, sequencer, and more.
Quickstart
# 1 — run it from where its publisher ships it
npx -y unreal-master-mcp-server
# 2 — the plan is chosen at checkout, in the browser
# 3 — ask your agent something
> MCP server bridging Claude AI to Unreal Engine — 188 tools across 37 domains for Blueprint, AI, materials, sequencer, and more.
Collected from a public index. Nobody has claimed this account, so nothing here was written by its author — claim it if it is yours.
Where are you running it?
Every route below installs the same thing and ends at the same approval screen. This one runs on your machine: your client starts Unreal Master as a process under your own user, with your files and your network, so the tool surface below is what it can do to your computer rather than to a server somewhere else. It is scanned, signed and pinned to the version you choose — read the surface before you approve it.
This is a public server: you run it yourself and this marketplace is not in the path. Claude Code registers it in one command.
claude mcp add unreal-master-mcp -- npx -y unreal-master-mcp-serverReconnect, or start a new session, and the tools appear in the model’s tool list.
One config entry your client uses to start the process locally. A local server runs with your file system and your network, which is why it is priced without metering.
51 tools, with what each one reads, writes and reaches shown before you agree — the same list on every route above. Read the tool surface.
Tool surface
What the model actually sees. Descriptions are diffed on every release — see version history.
Blueprint graph creation, modification, and serialization
Takes no parameters.
Blueprint and project compilation management
Takes no parameters.
File system read, write, and search operations
Takes no parameters.
Slate UI widget generation and validation
Takes no parameters.
Editor chat and notification messaging
Takes no parameters.
Python script execution in the Unreal Editor environment
Takes no parameters.
Project structure, settings, plugins, and class hierarchy
Takes no parameters.
Asset lifecycle management: create, duplicate, rename, delete, import, export
Takes no parameters.
Content Browser browsing, searching, and validation
Takes no parameters.
Actor spawning, properties, transforms, and components
Takes no parameters.
Level creation, opening, saving, and world settings
Takes no parameters.
Material creation, parameters, textures, and instances
Takes no parameters.
Static and Skeletal Mesh info, materials, collision, and LODs
Takes no parameters.
DataTable asset creation and row management
Takes no parameters.
Animation montages, sequences, blend spaces, and skeleton info
Takes no parameters.
Game Mode configuration and input action management
Takes no parameters.
Source control status, checkout, and diff operations
Takes no parameters.
Lightmap building, map checks, and content cooking
Takes no parameters.
Console commands, output log, and performance statistics
Takes no parameters.
Level Sequence creation, tracks, keyframes, and FBX import/export
Takes no parameters.
Behavior Trees, Blackboards, NavMesh, and EQS for AI systems
Takes no parameters.
UMG Widget Blueprint creation and UI element management
Takes no parameters.
Batch editor operations and utility functions
Takes no parameters.
Texture import, compression, render targets, and resize
Takes no parameters.
Niagara particle system creation, emitters, and parameters
Takes no parameters.
Audio import, Sound Cues, MetaSounds, and attenuation
Takes no parameters.
Landscape creation, heightmap import/export, and material assignment
Takes no parameters.
Physics Assets, collision profiles, physical materials, and constraints
Takes no parameters.
World Partition configuration, data layers, and HLOD
Takes no parameters.
Foliage type creation and placement property management
Takes no parameters.
Curve asset creation and keyframe management
Takes no parameters.
Procedural Content Generation graph creation and node management
Takes no parameters.
GeometryScript mesh boolean and transform operations
Takes no parameters.
High-level multi-step workflows for common Unreal development tasks
Takes no parameters.
Static analysis for Blueprint complexity, asset health, performance, and conventions
Takes no parameters.
Refactoring operations such as cross-project rename chains
Takes no parameters.
Write content to a file in the Unreal project directory
Takes no parameters.
Search for files within the Unreal project directory
Takes no parameters.
Generate Slate widget code from a template or spec
Takes no parameters.
Duplicate an existing asset
Takes no parameters.
Rename an asset and update all references
Takes no parameters.
Export an Unreal asset to an external format
Takes no parameters.
Delete an actor from the current level
Takes no parameters.
Select an actor in the editor viewport
Takes no parameters.
Open an existing level in the editor
Takes no parameters.
Save the current level
Takes no parameters.
Check out files from source control for editing
Takes no parameters.
Show the diff of modified files in source control
Takes no parameters.
Open an existing Level Sequence in the Sequencer editor
Takes no parameters.
Resize a Texture asset to new dimensions
Takes no parameters.
Compile a Niagara system
Takes no parameters.
- 11,000 calls a month, included
- 132 calls a minute at peak
- Every tool the listing has
- Cancel any time — the unused days are credited
- Runs behind the gateway, so cancelling stops it
- 60,000 calls a month, included
- 720 calls a minute at peak
- Every tool the listing has
- Cancel any time — the unused days are credited
- Runs behind the gateway, so cancelling stops it
- 280,000 calls a month, included
- 3,360 calls a minute at peak
- Every tool the listing has
- Cancel any time — the unused days are credited
- Runs behind the gateway, so cancelling stops it
What counts against your monthly calls
| Tool | Unit | Calls used | Out of the allowance |
|---|
No call is billed on its own, and this plan carries no monthly call limit. $14 a month covers every tool at any volume.
Two independent axes, because powerful and malicious are different questions. The grade is threat only. The capability level is blast radius, and it is never a penalty on the grade — it is priced as one subtract-only term in the score, where you can see it.
| Term | Level | What it prices | Points |
|---|---|---|---|
| capability-exposure | minimal | capability blast radius (minimal) — client exposure if the model is manipulated | −0 |
| verification-discount | repo | publisher verification (public source) — no provenance, but the source is public and inspectable | −1 |
| coverage-honesty | source | inspection depth (source) — how much of the target the scan could see | −0 |
What the scan could actually read
A grade is only as meaningful as its coverage, so the scanner publishes its own depth before it publishes its result.
No tools were enumerated, so prompt-injection, capability and toxic-flow analysis had no tool surface to inspect. To grade a package’s real runtime tools, scan the running server: --command "npx -y <package>".
Capability — what it could do if the model were manipulated
Tags derived from each tool’s schema and the implementation, not from what the tool calls itself. minimal is the level these add up to.
| Tool | Capability tags | Why the tag was assigned |
|---|---|---|
| No per-tool rows for this release — see the note below. | ||
Toxic-flow graph
The lethal trifecta, checked as a graph rather than as a checklist: untrusted input, a sensitive source and an external sink have to meet before there is a path worth worrying about.
The public result for this release does not print the flow graph, so there is nothing to show here. That is not the same as "no paths were found": what the scan did read is above, under coverage.
Supply chain and provenance
This is the first scan of this surface here, so there is nothing yet to compare it against.
Every result on this tab comes from one deterministic pass over the published package — offline, rule by rule, and auditable line by line above. Same methodology version, same bytes, same score.
Release history
Pinned to 0.5.5 — the install command below asks for that release. A pin is part of an install, so it is kept for this visit and written down when you install.
No release note was published with this version.
Only accounts with at least 50 real tool calls against this server in the last 90 days can post. Ratings are weighted by how much the reviewer actually uses it, and publishers can reply once per review.
Writing one takes an account with at least 50 real tool calls against Unreal Master in the last 90 days. That is the whole gate — there is no other way to post, which is why the counts beside each review are worth reading.
Nobody has reviewed this listing. The rating on the card is the mean of the reviews written here and nothing else, so there is no rating until somebody writes the first — which takes an account with 50 real tool calls against it.