# Unreal Engine MCP Server - Technical Specification **Project** : AI-powered Unreal Engine development via MCP **Target** : Unreal developers, AAA studios, technical designers **Stack** : TypeScript + FastMCP + Claude API **Timeline** : 2-3 weeks MVP --- ## šŸŽÆ What is it? MCP server enabling Claude Desktop to generate Unreal C++ code, Blueprint logic descriptions, debug issues, and optimize performance using AI. **Key Features** : āœ… Generate Unreal C++ classes (.h + .cpp) from natural language āœ… Blueprint → C++ conversion for performance āœ… Create complete gameplay systems (weapons, abilities, inventory) āœ… Debug Unreal code with AI assistance āœ… Performance analysis (profiling, optimization) āœ… Network replication code generation āœ… Animation Blueprint logic --- ## šŸ”§ MCP Tools ### C++ Generation **create_unreal_class** - Generate UE C++ class ```typescript Input: "Create ACharacter subclass with sprint and crouch" Output: - MyCharacter.h (with UCLASS, UPROPERTY, UFUNCTION macros) - MyCharacter.cpp (implementation) ``` **generate_gameplay_system** - Complete systems ```typescript Input: "Create weapon system with ammo, reload, and firing modes" Output: - AWeapon.h/.cpp (weapon actor) - UWeaponComponent.h/.cpp (component for characters) - FWeaponData.h (data struct) - Network replication setup ``` **generate_actor_component** - UActorComponent classes ```typescript Input: "Health component with damage, healing, and death" Output: UHealthComponent with proper UE architecture ``` --- ### Blueprint Tools **blueprint_to_cpp** - Convert BP logic to C++ ```typescript Input: Description of Blueprint logic or visual graph Output: Optimized C++ equivalent with notes on performance gains ``` **generate_blueprint_library** - Blueprint Function Library ```typescript Input: "Math utilities for gameplay (lerp, easing, etc.)" Output: UBlueprintFunctionLibrary with static functions callable from BP ``` --- ### AI-Powered Tools **debug_unreal_code** - AI debugging ```typescript Input: C++ code + crash logs + callstack Output: Root cause + fixed code + prevention tips ``` **optimize_unreal_performance** - Performance analysis ```typescript Input: Unreal C++ code + optional profiler data Analysis: - Tick() function overhead - Blueprint vs C++ performance comparison - Rendering optimization suggestions - Memory leak detection - Thread safety issues - Network replication bandwidth Output: Optimized code + profiling recommendations ``` **analyze_crash_dump** - Crash analysis ```typescript Input: Crash log + callstack Output: Probable causes + fix suggestions ``` --- ### Network & Multiplayer **generate_replicated_actor** - Network replication ```typescript Input: "Replicated projectile with client prediction" Output: - C++ class with UPROPERTY(Replicated) - GetLifetimeReplicatedProps implementation - Client-side prediction code - Server RPC functions ``` **optimize_network_bandwidth** - Replication analysis ```typescript Input: Replicated class code Output: Bandwidth optimization suggestions (relevancy, replication conditions) ``` --- ### Advanced Tools **generate_animation_system** - Animation logic ```typescript Input: "Animation system with blending and state machines" Output: Animation Blueprint logic description + C++ notify classes ``` **generate_subsystem** - UE Subsystem ```typescript Input: "Game instance subsystem for save/load" Output: UGameInstanceSubsystem class with proper lifecycle ``` **generate_slate_ui** - Slate UI code ```typescript Input: "Custom editor widget for level design" Output: Slate C++ code for editor customization ``` --- ## šŸ—ļø Architecture ``` Unreal MCP Server ↓ Claude API Generate C++ files locally ↓ User adds to Unreal project ↓ Compile in Unreal Editor ``` **Note** : No direct Unreal Editor integration - generates files only --- ## šŸ’¼ Use Cases ### Gameplay Programming - Weapon systems - Ability systems - AI controllers - Inventory systems ### Performance Optimization - Blueprint → C++ migration - Reduce tick overhead - Network optimization - Memory profiling ### Multiplayer Development - Replicated actors - Server RPCs - Client prediction - Authority validation ### Technical Design - Custom editor tools - Asset pipeline automation - Blueprint libraries --- ## šŸ“Š Target Market - **5M+ Unreal developers** worldwide - AAA game studios - Indie teams using Unreal - Technical designers - Multiplayer game developers - VR/AR experiences (Unreal is strong here) **Revenue Potential** : €10k-50k/project (higher than Unity, more enterprise) --- ## šŸš€ Implementation Timeline **Week 1** : Core C++ generation (classes, components, basic systems) **Week 2** : Blueprint tools (BP→C++, libraries) **Week 3** : Advanced (networking, optimization, debugging) **MVP** : 2-3 weeks --- ## šŸ“ Example Output Quality ### Input ``` "Create a replicated weapon with firing, ammo, and reload for multiplayer FPS" ``` ### Output ```cpp // Weapon.h #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Weapon.generated.h" UCLASS() class MYGAME_API AWeapon : public AActor { GENERATED_BODY() public: AWeapon(); virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; UFUNCTION(BlueprintCallable, Category = "Weapon") void Fire(); UFUNCTION(BlueprintCallable, Category = "Weapon") void Reload(); protected: virtual void BeginPlay() override; UFUNCTION(Server, Reliable, WithValidation) void ServerFire(); UFUNCTION(NetMulticast, Unreliable) void MulticastPlayFireEffects(); UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon") int32 MaxAmmo = 30; UPROPERTY(ReplicatedUsing = OnRep_CurrentAmmo, BlueprintReadOnly, Category = "Weapon") int32 CurrentAmmo; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon") float FireRate = 0.1f; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon") float ReloadTime = 2.0f; private: UFUNCTION() void OnRep_CurrentAmmo(); float LastFireTime = 0.0f; bool bIsReloading = false; void ConsumeAmmo(); bool CanFire() const; }; // Weapon.cpp #include "Weapon.h" #include "Net/UnrealNetwork.h" #include "TimerManager.h" AWeapon::AWeapon() { PrimaryActorTick.bCanEverTick = false; bReplicates = true; CurrentAmmo = MaxAmmo; } void AWeapon::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(AWeapon, CurrentAmmo, COND_OwnerOnly); } void AWeapon::Fire() { if (!CanFire()) return; if (HasAuthority()) { ServerFire(); } else { ServerFire(); // Client prediction: play effects immediately MulticastPlayFireEffects(); } } bool AWeapon::ServerFire_Validate() { return CanFire(); } void AWeapon::ServerFire_Implementation() { if (!CanFire()) return; ConsumeAmmo(); LastFireTime = GetWorld()->GetTimeSeconds(); // Perform hit detection // ... MulticastPlayFireEffects(); } void AWeapon::MulticastPlayFireEffects_Implementation() { // Play muzzle flash, sound, etc. // ... } void AWeapon::Reload() { if (bIsReloading || CurrentAmmo == MaxAmmo) return; bIsReloading = true; FTimerHandle ReloadTimer; GetWorld()->GetTimerManager().SetTimer(ReloadTimer, [this]() { CurrentAmmo = MaxAmmo; bIsReloading = false; }, ReloadTime, false); } void AWeapon::ConsumeAmmo() { CurrentAmmo = FMath::Max(0, CurrentAmmo - 1); } bool AWeapon::CanFire() const { const float CurrentTime = GetWorld()->GetTimeSeconds(); return !bIsReloading && CurrentAmmo > 0 && (CurrentTime - LastFireTime) >= FireRate; } void AWeapon::OnRep_CurrentAmmo() { // Update UI // ... } ``` **Quality** : Production-ready multiplayer code with proper replication, validation, client prediction --- ## šŸŽÆ Unique Value - āœ… Proper Unreal macros (UCLASS, UPROPERTY, UFUNCTION) - āœ… Network replication out of the box - āœ… Client prediction patterns - āœ… Authority validation - āœ… Follows Epic coding standards - āœ… Optimized for performance - āœ… Both .h and .cpp generated --- ## šŸ’” Why Separate from Unity? **Completely different ecosystems** : - Unity = C#, .NET, MonoBehaviour, ScriptableObject - Unreal = C++, Blueprints, UCLASS/UPROPERTY macros, replication **Different markets** : - Unity = Indie, mobile, smaller teams - Unreal = AAA, high-end graphics, larger budgets **Separate projects = Better focus** --- **Last Updated** : 2026-01-19