Describe game logic in plain English. The plugin runs directly inside Unreal Engine, calls AI, and creates fully wired, compiled Blueprints. No Node.js. No terminal. No server.
Everything happens inside Unreal Engine. You type a prompt — the plugin calls AI and builds the Blueprint. No middleman.
A Python-based Unreal Editor plugin — no compilation needed. You type a prompt; it calls OpenAI and builds the Blueprint entirely inside the editor.
Plugin calls OpenAI directly from inside Unreal using Python's built-in urllib. No external server, no Node.js, no terminal. Just type a prompt.
Creates UBlueprint assets under /Game/MCP/, sets parent class (Actor, Character, Pawn, etc.), and registers them in the Asset Registry instantly.
Adds nodes to EventGraph by Unreal name (Event BeginPlay, Branch, Print String, AI Move To, Timeline…), positions them on the graph, and allocates default pins.
Adds typed member variables (Boolean, Float, Int, String, Vector, Rotator) and sets default values on the CDO via FBlueprintEditorUtils.
Calls unreal.BlueprintEditorLibrary.compile_blueprint() after every command. Saves the asset automatically. Errors returned in the JSON response.
API endpoint (/api/translate) normalises raw MCP JSON into clean Blueprint Manager format — explicit fields, canonical node names, guaranteed unique IDs, compile step last.
No Node.js. No terminal. No compilation. No external server. Just download, drop the folder in, and type prompts.
1a — Download and extract
Click the button below. Extract the zip. You'll get a folder called MCPBlueprint.
1b — Find your Unreal project folder
This is the folder that contains your .uproject file. For example:
1c — Create a Plugins folder (most projects don't have one yet — that's normal)
Inside your project folder, right-click on empty space:
⚠️ It must be spelled exactly Plugins with a capital P. No spaces.
1d — Copy the whole MCPBlueprint folder into Plugins
Take the entire MCPBlueprint folder — the folder itself, not just the files inside it — and copy it into Plugins.
The whole MCPBlueprint folder is inside Plugins
Don't put the files directly in Plugins — the folder needs to be there
✓ Done when you can click into Plugins → MCPBlueprint and see MCPBlueprint.uplugin inside.
Open your project in Unreal Engine.
Go to Edit → Plugins. Search for "MCP Blueprint Generator".
Check the box to enable it. Click Restart Now.
After restart, open Window → Output Log. You should see:
✓ Plugin is installed and running.
In Unreal, go to Window → Output Log. At the very bottom of the Output Log panel there is a text input bar. On the left side of that bar is a dropdown — click it and select Python.
Click in the Python input box and paste this, replacing the key with your real one. Press Enter.
The key is saved to your computer. You never need to type this again — even after restarting Unreal.
sk-or-v1-.
The default model is Claude Sonnet 4.5. To switch, use set_model() — then just run() your prompt:
Then generate:
Watch the Output Log:
✓ Open Content Browser → MCP folder. Blueprint is there, fully wired and compiled.
You can also pass model inline: ai_panel.run("prompt", model="gemini-2.5-pro")
Go to openrouter.ai/keys → sign in → click Create Key.
One key gives you access to Claude, Gemini, DeepSeek, GPT-4o and 300+ other models.
Keys start with sk-or-v1-.
Open an issue on GitHub and paste what you see in the Output Log.
Paste raw MCP Blueprint commands on the left. The translator normalises node names, assigns unique IDs,
makes all fields explicit, and ensures compile_blueprint always runs last — ready for POST /unreal/execute.
All six Blueprint commands the AI can generate. These are sent directly from the plugin to Unreal's Blueprint editor API.
Drop the folder in, enable it, type prompts. That's it. No Node.js, no terminal, no compilation. MIT licensed, open source.
Unreal Engine 5.1+ · Python Script Plugin · MIT License · No compilation required