8.6 KiB
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
🎯 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 : ✅ Generate Unreal C++ classes (.h + .cpp) from natural language ✅ Blueprint → C++ conversion for performance ✅ Create complete gameplay systems (weapons, abilities, inventory) ✅ Debug Unreal code with AI assistance ✅ Performance analysis (profiling, optimization) ✅ Network replication code generation ✅ Animation Blueprint logic
🔧 MCP Tools
C++ Generation
create_unreal_class - Generate UE C++ class
Input: "Create ACharacter subclass with sprint and crouch"
Output:
- MyCharacter.h (with UCLASS, UPROPERTY, UFUNCTION macros)
- MyCharacter.cpp (implementation)
generate_gameplay_system - Complete systems
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
Input: "Health component with damage, healing, and death"
Output: UHealthComponent with proper UE architecture
Blueprint Tools
blueprint_to_cpp - Convert BP logic to C++
Input: Description of Blueprint logic or visual graph
Output: Optimized C++ equivalent with notes on performance gains
generate_blueprint_library - Blueprint Function Library
Input: "Math utilities for gameplay (lerp, easing, etc.)"
Output: UBlueprintFunctionLibrary with static functions callable from BP
AI-Powered Tools
debug_unreal_code - AI debugging
Input: C++ code + crash logs + callstack
Output: Root cause + fixed code + prevention tips
optimize_unreal_performance - Performance analysis
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
Input: Crash log + callstack
Output: Probable causes + fix suggestions
Network & Multiplayer
generate_replicated_actor - Network replication
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
Input: Replicated class code
Output: Bandwidth optimization suggestions (relevancy, replication conditions)
Advanced Tools
generate_animation_system - Animation logic
Input: "Animation system with blending and state machines"
Output: Animation Blueprint logic description + C++ notify classes
generate_subsystem - UE Subsystem
Input: "Game instance subsystem for save/load"
Output: UGameInstanceSubsystem class with proper lifecycle
generate_slate_ui - Slate UI code
Input: "Custom editor widget for level design"
Output: Slate C++ code for editor customization
🏗️ 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
💼 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
📊 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)
🚀 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
📝 Example Output Quality
Input
"Create a replicated weapon with firing, ammo, and reload for multiplayer FPS"
Output
// 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<FLifetimeProperty>& 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<FLifetimeProperty>& 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
🎯 Unique Value
- ✅ Proper Unreal macros (UCLASS, UPROPERTY, UFUNCTION)
- ✅ Network replication out of the box
- ✅ Client prediction patterns
- ✅ Authority validation
- ✅ Follows Epic coding standards
- ✅ Optimized for performance
- ✅ Both .h and .cpp generated
💡 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