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Getting Started
This page covers prerequisites, installation, starting the MCP server, connecting an AI client, and running your first Blueprint operation.
| Requirement | Version / Notes |
|---|---|
| Unreal Engine | 5.8.x (tested on 5.8.2 CL 56702186) |
| OS | Windows 10/11 x64 |
| Compiler | MSVC — Visual Studio 2022 17.14+ or VS 2026 18.0+
|
| Unreal MCP | Bundled with UE 5.8 (ModelContextProtocol plugin) |
| C++ Host Project | Your UE project must be a C++ project |
Inside Visual Studio Installer, ensure you have:
- Game development with C++
- Desktop development with C++
- MSVC compiler toolset
- Windows 10/11 SDK
- C++ profiling tools
Place the UEBPCracker folder inside your project's Plugins/ directory:
<YourProject>/
└── Plugins/
└── UEBPCracker/
├── UEBPCracker.uplugin
├── Config/
│ └── DefaultUEBPCracker.ini
└── Source/
├── UEBPCrackerEditor/
└── UEBPCrackerEditorTests/
The reference host project is available at UEBPCrackerHost/ in the repository.
Right-click your .uproject file → Generate Visual Studio project files.
Open the solution in Visual Studio. Set configuration to Development Editor / Win64 and build.
If you see "Missing Modules" on first run, check the first real C++ error in the UBT output rather than clicking through the dialog.
In Unreal Editor, open Edit → Plugins and enable:
| Plugin | Required? |
|---|---|
ModelContextProtocol |
✅ Required |
UEBPCracker |
✅ Required |
ToolsetRegistry |
✅ Required (usually auto-enabled) |
DataValidation |
Recommended |
EditorScriptingUtilities |
Optional |
PythonScriptPlugin |
Optional (for diagnostics) |
Restart the editor after enabling plugins.
By default, UEBPCracker runs in read-only mode. To enable mutations, edit (or create) Config/DefaultUEBPCracker.ini inside the plugin folder:
[/Script/UEBPCrackerEditor.UEBPCrackerSettings]
bEnableWriteOperations=TrueYou can also configure the content root (default /Game/AI/):
[/Script/UEBPCrackerEditor.UEBPCrackerSettings]
bEnableWriteOperations=True
AllowedWriteRoots=/Game/AI/
AllowedWriteRoots=/Game/Blueprints/Go to Edit → Editor Preferences → General → Model Context Protocol:
| Setting | Value |
|---|---|
| Auto Start Server | ✅ Enabled |
| Server Port Number | 8000 |
| Server URL Path | /mcp |
| Enable Tool Search | ✅ Enabled |
Open the Output Log console and run:
ModelContextProtocol.StartServer 8000
To stop:
ModelContextProtocol.StopServer
To refresh tools after a plugin recompile:
ModelContextProtocol.RefreshTools
UnrealEditor.exe "path\to\UEBPCrackerHost.uproject" -ExecCmds="ModelContextProtocol.StartServer 8000"
⚠️ -ExecCmdsis unreliable (~1 in 4 boots the handler never fires). For automated testing, use command-line params withFTSTickerinstead. See UE 5.8 Gotchas.
The MCP endpoint is always: http://127.0.0.1:8000/mcp
Generate the client config from the editor console:
ModelContextProtocol.GenerateClientConfig VSCode
Or manually add to your workspace's MCP config:
{
"mcpServers": {
"unreal-mcp": {
"type": "http",
"url": "http://127.0.0.1:8000/mcp"
}
}
}Point the client to http://127.0.0.1:8000/mcp. The toolset name for UEBPCracker is:
UEBPCrackerEditor.UEBPCrackerToolset
Ask your AI agent:
"Call the health_check tool on the UEBPCracker toolset."
Expected response:
{
"success": true,
"engineVersion": "5.8.x",
"pluginVersion": "0.1.0",
"toolsetVersion": "0.1.0",
"writeRoots": ["/Game/AI/"],
"bWriteEnabled": true,
"bLoopbackBind": true,
"policyFingerprint": "sha1:..."
}If bWriteEnabled is false, check your DefaultUEBPCracker.ini.
1. create_blueprint → /Game/AI/BP_HealthActor (parent: Actor)
2. add_variable → Health (float, default 100.0, instance-editable)
3. add_component → SceneComponent (root)
4. add_component → StaticMeshComponent (parent: root)
5. add_function_graph → OnCalculateDamage
6. add_node → ReceiveBeginPlay event override
7. add_node → PrintString function call (InString = "Hello!")
8. connect_pins → ReceiveBeginPlay.then → PrintString.execute
9. compile_blueprint
10. save_blueprint
Create BlueprintSpecs/BP_HealthActor.uebp.json (see Blueprint Spec Format) and run:
validate_blueprint_spec → "file": "BP_HealthActor.uebp.json"
plan_blueprint_spec → "file": "BP_HealthActor.uebp.json"
apply_blueprint_spec → "file": "BP_HealthActor.uebp.json"
- Architecture — understand how the commit pipeline works
- Tool Reference — full parameter documentation for every tool
- Blueprint Spec Format — write reproducible Blueprint specs
- Security Model — configure write roots, plan hash, policy