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Resolves and launches the Unreal editor with MCP connection env vars, runs MCP/system tools over HTTP, probes server health, configures AI agents (Claude Code, Cursor, VS Code, …), and manages the Unr","maintainers":[{"name":"baizor","email":"Ivan.D.Murzak@gmail.com"}],"readme":"<div align=\"center\" width=\"100%\">\n  <h1>Unreal MCP — <i>CLI</i></h1>\n\n[![npm](https://img.shields.io/npm/v/unreal-mcp-cli?label=npm&labelColor=333A41 'npm package')](https://www.npmjs.com/package/unreal-mcp-cli)\n[![Node.js](https://img.shields.io/badge/Node.js-%5E20.19.0%20%7C%7C%20%3E%3D22.12.0-5FA04E?logo=nodedotjs&labelColor=333A41 'Node.js')](https://nodejs.org/)\n[![License](https://img.shields.io/github/license/IvanMurzak/Unreal-MCP?label=License&labelColor=333A41)](https://github.com/IvanMurzak/Unreal-MCP/blob/main/LICENSE)\n[![Website](https://img.shields.io/badge/website-ai--game.dev-bc6c25?labelColor=333A41)](https://ai-game.dev)\n[![Stand With Ukraine](https://raw.githubusercontent.com/vshymanskyy/StandWithUkraine/main/badges/StandWithUkraine.svg)](https://stand-with-ukraine.pp.ua)\n\n  <img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/promo/ai-developer-banner-glitch.gif\" alt=\"AI Game Developer\" title=\"Unreal MCP CLI\" width=\"100%\">\n\n  <p>\n    <a href=\"https://claude.ai/download\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/claude-64.png\" alt=\"Claude\" title=\"Claude\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://openai.com/index/introducing-codex/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/codex-64.png\" alt=\"Codex\" title=\"Codex\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://www.cursor.com/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/cursor-64.png\" alt=\"Cursor\" title=\"Cursor\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://code.visualstudio.com/docs/copilot/overview\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/github-copilot-64.png\" alt=\"GitHub Copilot\" title=\"GitHub Copilot\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://gemini.google.com/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/gemini-64.png\" alt=\"Gemini\" title=\"Gemini\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://antigravity.google/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/antigravity-64.png\" alt=\"Antigravity\" title=\"Antigravity\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://code.visualstudio.com/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/vs-code-64.png\" alt=\"VS Code\" title=\"VS Code\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://www.jetbrains.com/rider/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/rider-64.png\" alt=\"Rider\" title=\"Rider\" height=\"36\"></a>\n  </p>\n\n</div>\n\nCross-platform CLI tool for **[Unreal-MCP](https://github.com/IvanMurzak/Unreal-MCP)** — the Unreal\nanalog of [`unity-mcp-cli`](https://www.npmjs.com/package/unity-mcp-cli) and\n[`godot-cli`](https://www.npmjs.com/package/godot-cli). It resolves and launches the Unreal Editor with\nthe right `UNREAL_MCP_*` connection env vars, runs MCP/system tools over HTTP, probes server health,\nconfigures AI agents (Claude Code, Cursor, VS Code, …), and manages the `UnrealMCP` plugin.\n\nBacked by **[ai-game.dev](https://ai-game.dev)**. See the\n[Unreal-MCP repository](https://github.com/IvanMurzak/Unreal-MCP) for the full project docs and the\n[architecture reference](https://github.com/IvanMurzak/Unreal-MCP/blob/main/docs/ARCHITECTURE.md).\n\n## ![AI Game Developer — Unreal SKILLS and MCP](https://github.com/IvanMurzak/Unity-MCP/blob/main/docs/img/promo/hazzard-features.svg?raw=true)\n\n- :white_check_mark: **Open & Connect** — launch the Unreal Editor with `UNREAL_MCP_*` connection env vars (engine auto-resolved)\n- :white_check_mark: **Create projects** — scaffold a minimal Unreal Engine C++ project\n- :white_check_mark: **Install plugin** — copy (or junction) the UnrealMCP plugin into a project's `Plugins/`\n- :white_check_mark: **Install extensions** — add third-party Unreal-MCP AI tool-family plugins and their gating engine plugins\n- :white_check_mark: **Configure** — write `UNREAL_MCP_*` connection settings into the project `.env`\n- :white_check_mark: **Setup MCP** — write MCP client config for AI agents (optionally download the shared server for stdio)\n- :white_check_mark: **Login** — OAuth device-code auth against `ai-game.dev`\n- :white_check_mark: **Status & wait-for-ready** — report project/plugin/connection state; block until the MCP server answers\n- :white_check_mark: **Run tools** — invoke MCP and system tools over the local HTTP path\n- :white_check_mark: **Install engine** — detect installed engines and link to the Epic launcher for missing versions\n- :white_check_mark: **Cross-platform** — Windows, macOS, and Linux\n- :white_check_mark: **Library API** — a side-effect-free, typed library surface for embedding\n\n![divider](https://github.com/IvanMurzak/Unity-MCP/blob/main/docs/img/promo/hazzard-divider.svg?raw=true)\n\n# Quick Start\n\nRun without installing (`npx` caches the package between runs — use `unreal-mcp-cli@latest` to force the\nnewest published version):\n\n```bash\nnpx unreal-mcp-cli status\n# or, to always fetch the newest published version:\nnpx unreal-mcp-cli@latest status\n```\n\nOr install globally to get the `unreal-mcp-cli` command on your `PATH`:\n\n```bash\nnpm i -g unreal-mcp-cli\nunreal-mcp-cli status\n```\n\n> **Requirements:** [Node.js](https://nodejs.org/) `^20.19.0 || >=22.12.0`.\n\n> **Plugin distribution.** For end users, the **recommended** way to install the UnrealMCP plugin\n> itself is **Fab / Epic Marketplace** (precompiled per-engine binaries, auto-updated by the Epic\n> Games Launcher — zero compile, zero stale-build risk). This CLI is the current/advanced/dev path\n> until the Fab listing is live; its `install-plugin` / `update` commands use a local `UnrealMCP/`\n> checkout when present, otherwise they download the dedicated `unreal-mcp-plugin-source-<version>.zip`\n> GitHub Release asset that matches the CLI version (override with `--version <x.y.z>`). The downloaded\n> zip is **signature-verified** against a pinned publisher key (a detached minisign / Ed25519 signature,\n> `…-source-<version>.zip.minisig`) **before** it is extracted — a tampered, unsigned, or wrong-key\n> download is a hard failure and is never installed. That source asset keeps the distributed\n> descriptor semantics (**no `EngineVersion` pin**) and carries the signed bridge payload under\n> `Source/ThirdParty/UnrealMcpBridge/<rid>/`, which the installer materializes into\n> `Binaries/ThirdParty/...` for first-open convenience. `--plugin-source <dir>` remains the offline /\n> CI / dev override (a trusted local source, so it skips signature verification).\n\n![divider](https://github.com/IvanMurzak/Unity-MCP/blob/main/docs/img/promo/hazzard-divider.svg?raw=true)\n\n# Commands (docs/ARCHITECTURE.md §9.1)\n\n| Command | What it does |\n| --- | --- |\n| `create-project <path>` | Scaffold a minimal Unreal Engine C++ project |\n| `open [path]` | Launch the Unreal Editor, wiring `UNREAL_MCP_*` env vars (engine resolved via `EngineAssociation` + `LauncherInstalled.dat`). On desktop platforms it auto-runs a pre-launch build when the project/plugin still needs native editor binaries, then auto-dismisses the known startup blocker dialogs; pass `--no-build` or `--no-auto-dismiss-startup-dialogs` to skip either behavior |\n| `close [path]` | Terminate the editor process running a project |\n| `install-plugin [path]` | Copy (or `--junction`) the UnrealMCP plugin into `<project>/Plugins` — default source = local repo checkout when present, else the version-matched GitHub source asset |\n| `remove-plugin [path]` | Remove the installed plugin |\n| `install-extension <id> [path]` | Install a third-party Unreal-MCP **extension** plugin into `<project>/Plugins/<name>`, enable it + its gating engine plugins (e.g. `Niagara`) in the `.uproject`, and (re)compile (on next editor open, or now with `--build`). `--source <dir>` installs from a local copy (offline/CI); `--version <x.y.z>` overrides the catalog pin. Idempotent. See [Extensions](#extensions) |\n| `configure` | Write `UNREAL_MCP_*` into `<project>/.env` and gitignore `.env` (§8) |\n| `setup-mcp <agent>` | Write an MCP client config snippet (claude-code, cursor, vscode-copilot). Over the default `http` transport it points the agent at the **project-pinned** cloud URL `<base>/mcp/p/<pin>` (so the agent routes to *this* project's editor); pass `--no-pin` for the bare `<base>/mcp` URL. When this machine is signed in, a Cloud config carries `Authorization: Bearer agd_pk_…` (this project's key, reused or minted) for every agent; `--oauth` writes a URL-only config instead (the agent runs its own login), `--regenerate-key` mints a new key and revokes the old one, and an explicit `--token` wins over both. With `--transport stdio` it instead downloads the pinned shared [`gamedev-mcp-server`](https://github.com/IvanMurzak/GameDev-MCP-Server) release into `<project>/Intermediate/UnrealMCP/server/<rid>/` (skipped when `UNREAL_MCP_SERVER_PATH` points at a local build) |\n| `login` | OAuth device-code auth against ai-game.dev. Signs in once per machine into the shared machine credential store (`~/.ai-game-dev/credentials.json`): the default mints the account (agent) credential and derives the tool credential from it. `--tools-only` mints a tool credential only (CI/automation runners — the desktop App cannot pick it up); `--yes` confirms switching the machine to a different account; `--path <dir>` writes a project-local `.env` instead |\n| `status` | Report project + plugin + connection + live reachability |\n| `wait-for-ready` | Block until the project's MCP server responds to a ping |\n| `run-tool <tool>` | Invoke an MCP tool over the local HTTP path |\n| `run-system-tool <tool>` | Invoke a system tool over the local HTTP path |\n| `bootstrap-local [path]` | Build the bridge from source into `Intermediate/UnrealMCP/` (§6) — the MCP server is downloaded from GameDev-MCP-Server releases, not built here |\n| `update [path]` | Re-sync the installed plugin from a local source or the version-matched GitHub source asset. On a version change it **auto-cleans** the stale UE C++ build cache (`Intermediate/` + C++ `Binaries/`) so the editor recompiles cleanly — the bundled sidecar bridge under `Binaries/ThirdParty/` is refreshed from `Source/ThirdParty/` when the release source asset ships it, otherwise preserved, junction (dev) installs are never cleaned, and `--no-clean` opts out |\n| `install-engine [version]` | Detect installed engines from `LauncherInstalled.dat`; link to the Epic launcher for missing versions (never installs directly) |\n| `setup-skills` | Write a Claude-Code skill stub that drives the project's MCP server |\n\n## Engine resolution\n\n`open` reads the project's `.uproject` `EngineAssociation` and resolves it against the Epic launcher\nmanifest (`LauncherInstalled.dat`): a version association (`\"5.7\"`) maps to the matching install; an\nempty association falls back to the highest installed engine; a GUID (source build) requires\n`--engine-root`. `install-engine` enumerates the same manifest and, for a not-yet-installed version,\nhands back a `com.epicgames.launcher://` deep link rather than performing the multi-GB download.\n\n## Connection mode\n\n`open` (and the `openProject` library call) select the editor's MCP target via\n`UNREAL_MCP_CONNECTION_MODE`: `Custom` points the plugin's sidecar at a local/self-hosted server\n(`--host`), `Cloud` at ai-game.dev. Set it explicitly with `--connection-mode <Custom|Cloud>`. When\nyou omit it, supplying a `--host` **infers `Custom`** — a host implies a non-Cloud target, and the\nplugin otherwise defaults to `Cloud` and ignores the host (silently dialing the cloud). An explicit\n`--connection-mode` always wins over that inference; with neither a host nor a mode the variable is\nleft unset and the plugin default applies. Under `--no-connect` no `UNREAL_MCP_*` variables (the mode\nincluded) are wired onto the editor at all.\n\n## Library export\n\n```ts\nimport { configure, openProject, runTool, detectInstalledEngines } from 'unreal-mcp-cli';\n```\n\n`dist/lib.js` exposes the command logic as a side-effect-free library: no argv parsing, no stdout,\nno process exit. Every function returns a `{ kind: 'success' | 'failure' }` discriminated union and\nnever throws past the boundary — the same contract as the Unity/Godot CLIs.\n\n## Extensions\n\nAn **extension** is a third-party UE C++ Editor (or Runtime) plugin that implements\n`IUnrealMcpToolProvider` (see [`docs/EXTENSIONS.md`](../docs/EXTENSIONS.md)) and contributes MCP tools\nto the core Unreal-MCP plugin. `install-extension` is the install channel for them:\n\n```bash\n# From the extension's GitHub release (the default channel):\nunreal-mcp-cli install-extension com.acme.niagara ./MyGame --version 1.2.0\n\n# From a local copy (offline / CI / dev — mirrors godot-cli install-plugin --source):\nunreal-mcp-cli install-extension com.acme.niagara ./MyGame --source ../Unreal-AI-Niagara/MyNiagaraExt\n\n# Compile immediately instead of on next editor open:\nunreal-mcp-cli install-extension com.acme.niagara ./MyGame --source <dir> --build\n```\n\nIt (1) resolves `<id>` against the **shared extension catalog**, (2) places the plugin into\n`<project>/Plugins/<pluginName>/`, (3) enables the extension **and its gating engine plugins** (e.g.\n`Niagara`, read from the extension's own `.uplugin` `Plugins[]` ∪ the catalog hint) in the `.uproject`,\nand (4) compiles it. It is **idempotent** — a re-run that finds the same version already installed and\nenabled writes nothing.\n\n**Catalog / manifest format.** The installable extensions are listed in a shared, **engine-agnostic**\ncatalog (`src/utils/extensions-catalog.ts`, the typed mirror of the source-of-truth\n`extensions.catalog.json` — `{ schemaVersion, extensions[] }`, the same shape as Godot's\n`addons/godot_mcp/extensions.catalog.json`; a parity test keeps the two in lockstep). Each\n`ExtensionDescriptor` carries `extensionId` (reverse-DNS resolve key), `name`, `pluginName` (the\n`Plugins/<pluginName>` folder), `repo` (GitHub release source), `version`, **`minCoreVersion`** (the\nminimum core Unreal-MCP version — surfaced as a warning when unmet), `enginePlugins` (gating plugins),\nand `tools`. The catalog currently lists **Niagara Tools** (`com.ivanmurzak.unreal-ai-niagara`);\n`--source <dir>` installs an unpublished or off-catalog extension regardless (the descriptor is then\nsynthesized from the source `.uplugin`).\n\n**Pluggable install source (Fab-ready).** `resolveInstallSource` (`src/utils/extension-source.ts`) is\nthe single decision point for *where* the files come from — `--source` (local) or the GitHub release\n(github.com-only, fail-closed). A future **Fab** (Epic marketplace) channel is added as one new `kind`\nthere plus a materializer branch, **without touching callers**.\n\n**Compile-on-install strategy (chosen + documented).** Extensions ship as **source** and are compiled\nby Unreal's desktop build tooling. The default is **source-ship + compile-on-next-editor-open** (the install\nreports `rebuildRequired: true`); `--build` opts into an **eager** compile against the resolved\nengine on **Windows / macOS / Linux**. Source-ship is chosen over shipping\nprecompiled-per-UE-version binaries because UE plugin\nbinaries are version/config/platform-specific and ABI-unstable across engine minors — exactly why the\ncore `install-plugin` also ships source and excludes the stale build cache.\n\n**Engine-agnostic API.** `installExtension(opts)` and its `ExtensionDescriptor` / `InstallExtensionResult`\nshapes are deliberately engine-neutral (no Unreal-only types in the signature) so `unity-mcp-cli` /\n`godot-cli` can adopt the identical surface — the Unreal-specific bits (plugin placement, `.uproject`\nenable, UBT) live behind it.\n\n## Develop\n\n```bash\nnpm install\nnpm run build   # tsc -> dist/ (ESM)\nnpm test        # vitest (unit tests; fixtures under tests/fixtures/)\nnode bin/unreal-mcp-cli.js status\n\n# Optional end-to-end integration test (NOT part of the default run):\nUNREAL_MCP_CLI_INTEGRATION=1 npm test\n```\n\n![divider](https://github.com/IvanMurzak/Unity-MCP/blob/main/docs/img/promo/hazzard-divider.svg?raw=true)\n\n# Supported AI Agents\n\n`unreal-mcp-cli setup-mcp <agent>` writes a ready-to-use MCP client config so your favorite AI coding\nagent can drive the Unreal Editor. Core support today: **Claude Code**, **Cursor**, and\n**VS Code (Copilot)** — with the shared AI Game Developer ecosystem below.\n\n<div align=\"center\">\n  <p>\n    <a href=\"https://claude.ai/download\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/claude-64.png\" alt=\"Claude\" title=\"Claude\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://openai.com/index/introducing-codex/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/codex-64.png\" alt=\"Codex\" title=\"Codex\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://www.cursor.com/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/cursor-64.png\" alt=\"Cursor\" title=\"Cursor\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://code.visualstudio.com/docs/copilot/overview\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/github-copilot-64.png\" alt=\"GitHub Copilot\" title=\"GitHub Copilot\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://gemini.google.com/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/gemini-64.png\" alt=\"Gemini\" title=\"Gemini\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://antigravity.google/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/antigravity-64.png\" alt=\"Antigravity\" title=\"Antigravity\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://code.visualstudio.com/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/vs-code-64.png\" alt=\"VS Code\" title=\"VS Code\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://www.jetbrains.com/rider/\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/rider-64.png\" alt=\"Rider\" title=\"Rider\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://github.com/anthropics/claude-code\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/open-code-64.png\" alt=\"Open Code\" title=\"Open Code\" height=\"36\"></a>&nbsp;&nbsp;\n    <a href=\"https://github.com/cline/cline\"><img src=\"https://github.com/IvanMurzak/Unity-MCP/raw/main/docs/img/mcp-clients/cline-64.png\" alt=\"Cline\" title=\"Cline\" height=\"36\"></a>\n  </p>\n</div>\n\n```bash\nunreal-mcp-cli setup-mcp claude-code ./MyGame       # pinned <base>/mcp/p/<pin> URL (routes to this project)\nunreal-mcp-cli setup-mcp claude-code ./MyGame --no-pin   # bare, unpinned <base>/mcp URL instead\nunreal-mcp-cli setup-mcp claude-code -p ./MyGame --oauth           # URL-only; the agent signs in itself\nunreal-mcp-cli setup-mcp claude-code -p ./MyGame --regenerate-key  # new project key; the old one is revoked\nunreal-mcp-cli setup-mcp cursor ./MyGame --transport stdio\n```\n\n> For the full Unreal-MCP project documentation, see the\n> [main README](https://github.com/IvanMurzak/Unreal-MCP/blob/main/README.md) and the\n> [architecture reference](https://github.com/IvanMurzak/Unreal-MCP/blob/main/docs/ARCHITECTURE.md).\n> Backed by **[ai-game.dev](https://ai-game.dev)**.\n\n<div align=\"center\">\n  <sub>Made with :orange_heart: for game developers — <a href=\"https://ai-game.dev\">ai-game.dev</a></sub>\n</div>\n","readmeFilename":"README.md"}