unreal-mcp-ue4-for-ohd
NPM · UNREAL-MCP-UE4-FOR-OHD · SCANNED SEP 20
UE4.25 MCP server for Unreal Editor via Python Remote Execution (OHD mod-kit retarget).
Available components
How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score → Why this is hard to score →
Supply Chain Security98
- No malware found by supply-chain analysis.Pass
- No known CVEs affecting this package version or its production dependencies.Pass
- No install/post-install scripts declared.Pass
- 31 of 101 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency45
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- Provenance check failed: no build-provenance attestation is published. See how to fix → View diagnostics → Fail
- Clear OSI-approved license (MIT).Pass
- Actively maintained (last published 11 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
Schema Quality & AI Usability35
- 0% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Fail
- AI-judged instruction clarity (fair).Partial
- Tool/resource definitions use about 3485 tokens (~99/item across 35 items; 34 tools + 1 resources), lean.Pass
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management40
- Stability observed for 12 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
- 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
- 99% of tool parameters carry a description.Partial
Tool Safety75
- No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
- 0 of 1 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation; "editor_delete_object" implies "delete" and declares no destructiveHint at all, which the MCP spec reads as destructive by default. See how to fix → Fail
- An AI judge read all 35 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities100
- Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
How do I install the unreal-mcp-ue4-for-ohd server?
unreal-mcp-ue4-for-ohd runs locally as an npm package, launched with npx -y unreal-mcp-ue4-for-ohd. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.
npm · unreal-mcp-ue4-for-ohd
claude mcp add ribattrw-unreal-mcp-ue4-for-ohd -- npx -y unreal-mcp-ue4-for-ohd
{
"mcpServers": {
"ribattrw-unreal-mcp-ue4-for-ohd": {
"command": "npx",
"args": [
"-y",
"unreal-mcp-ue4-for-ohd"
]
}
}
} {
"servers": {
"ribattrw-unreal-mcp-ue4-for-ohd": {
"command": "npx",
"args": [
"-y",
"unreal-mcp-ue4-for-ohd"
]
}
}
} codex mcp add ribattrw-unreal-mcp-ue4-for-ohd -- npx -y unreal-mcp-ue4-for-ohd
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"ribattrw-unreal-mcp-ue4-for-ohd": {
"type": "local",
"command": [
"npx",
"-y",
"unreal-mcp-ue4-for-ohd"
],
"enabled": true
}
}
} openclaw mcp add ribattrw-unreal-mcp-ue4-for-ohd --command npx --arg -y --arg unreal-mcp-ue4-for-ohd
mcp_servers:
ribattrw-unreal-mcp-ue4-for-ohd:
command: "npx"
args: ["-y", "unreal-mcp-ue4-for-ohd"] {
"McpServers": {
"ribattrw-unreal-mcp-ue4-for-ohd": {
"Transport": "stdio",
"Command": "npx",
"Arguments": [
"-y",
"unreal-mcp-ue4-for-ohd"
]
}
}
} assistant mcp add ribattrw-unreal-mcp-ue4-for-ohd -t stdio -c npx -a -y unreal-mcp-ue4-for-ohd
{
"mcpServers": {
"ribattrw-unreal-mcp-ue4-for-ohd": {
"command": "npx",
"args": [
"-y",
"unreal-mcp-ue4-for-ohd"
]
}
}
} Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.
- 20 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 37 to 40. That category is still filling its 30-day observation window: 11 days of observed history at the previous scan, 12 at this one. The score rises as the window fills, whether or not the server changes.
- 18 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 30 to 33. That category is still filling its 30-day observation window: 9 days of observed history at the previous scan, 10 at this one. The score rises as the window fills, whether or not the server changes.
- 16 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 23 to 27. That category is still filling its 30-day observation window: 7 days of observed history at the previous scan, 8 at this one. The score rises as the window fills, whether or not the server changes.
- 15 Sept 26 +3
- Stability: unverified → 0.23 ▲ functional
- 9 Sept 26 +15
- Malware scan: unverified → pass ▲ security
- 8 Sept 26 46
First indexed and scored.
Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.
Captured 20 Sept 2026 · Analysed npm/unreal-mcp-ue4-for-ohd@2026.5.12-12
Provenance No attestation
The registry publishes no build provenance for this version, so there is nothing to verify.
| Result | No attestation |
|---|---|
| Ecosystem | npm |
Background: How many MCP packages publish verified provenance →
Dependencies 101 packages
| Packages resolved | 101 |
|---|---|
| Stale | 31 |
| Tree resolution | Complete |
Background: SBOMs and build attestations, explained →
The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability. A tool's description is untrusted text the model reads on every call, which is what makes this list a security surface and not just an inventory: how tool poisoning works →
editor_create_object ~279
Create a new object/actor in the world Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}, 'rotation': {'pitch': 0.0, 'yaw': 45.0, 'roll': 0.0}, 'scale': {'x': 1.0, 'y': 1.0, 'z': 1.0}} Returns created actor details with final transform values.
| Name | Type | Req | Description |
|---|---|---|---|
| location | object | – | World position coordinates |
| object_class | string | yes | Unreal class name (e.g., 'StaticMeshActor', 'DirectionalLight') |
| object_name | string | yes | Name/label for the created object |
| properties | object | – | Additional actor properties. For StaticMeshActor: use 'StaticMesh' for mesh path, 'Material' for single material path, or 'Materials' for array of material paths. Example: {"StaticMesh": "/Game/Meshe… |
| rotation | object | – | Rotation in degrees |
| scale | object | – | Scale multipliers |
No output schema declared.
No examples provided.
editor_delete_object ~114
Delete an object/actor from the world Example output: {'success': true, 'message': 'Successfully deleted actor: MyCube', 'deleted_actor': {'actor_name': 'StaticMeshActor_1', 'actor_label': 'MyCube', 'class': 'StaticMeshActor', 'location': {'x': 100.0, 'y': 200.0, 'z': 0.0}}} Returns deletion confirmation with details of the deleted actor.
| Name | Type | Req | Description |
|---|---|---|---|
| actor_names | string | yes | – |
No output schema declared.
No examples provided.
editor_update_object ~277
Update an existing object/actor in the world Example output: {'success': true, 'actor_name': 'StaticMeshActor_1', 'actor_label': 'UpdatedCube', 'class': 'StaticMeshActor', 'location': {'x': 150.0, 'y': 200.0, 'z': 50.0}, 'rotation': {'pitch': 0.0, 'yaw': 90.0, 'roll': 0.0}, 'scale': {'x': 2.0, 'y': 2.0, 'z': 2.0}} Returns updated actor details with new transform values.
| Name | Type | Req | Description |
|---|---|---|---|
| actor_name | string | yes | Name or label of the actor to update |
| location | object | – | New world position coordinates |
| new_name | string | – | New name/label for the actor |
| properties | object | – | Additional actor properties to update. For StaticMeshActor: use 'StaticMesh' for mesh path, 'Material' for single material path, or 'Materials' for array of material paths. Example: {"StaticMesh": "/… |
| rotation | object | – | New rotation in degrees |
| scale | object | – | New scale multipliers |
No output schema declared.
No examples provided.
get_unreal_engine_path ~24
Get the active Unreal Engine root path from the connected editor session
Input schema present but exposes no named parameters.
No output schema declared.
No examples provided.
get_unreal_project_path ~24
Get the active Unreal project file path from the connected editor session
Input schema present but exposes no named parameters.
No output schema declared.
No examples provided.
get_unreal_version ~23
Get the active Unreal Engine version string from the connected editor session
Input schema present but exposes no named parameters.
No output schema declared.
No examples provided.
manage_actor ~101
Actor tool namespace for listing, searching, spawning, deleting, transforming, and inspecting level actors.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_actor |
| params | object | – | Parameters for the selected manage_actor action. Supported actions: manage_actor.delete, manage_actor.find, manage_actor.get_material_info, manage_actor.get_properties, manage_actor.list, manage_acto… |
No output schema declared.
No examples provided.
manage_animation_physics ~92
Animation-and-physics tool namespace for physics Blueprint spawning, Blueprint physics settings, and Blueprint compilation actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_animation_physics |
| params | – | – | Parameters for the selected manage_animation_physics action. Supported actions: manage_animation_physics.compile_blueprint, manage_animation_physics.set_physics_properties, manage_animation_physics.s… |
No output schema declared.
No examples provided.
manage_asset ~135
Asset tool namespace for listing, searching, inspecting, exporting, validating, duplicating, renaming, moving, deleting, saving, and folder-management actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_asset |
| params | object | – | Parameters for the selected manage_asset action. Supported actions: manage_asset.create_folder, manage_asset.delete, manage_asset.delete_folder, manage_asset.duplicate, manage_asset.exists, manage_as… |
No output schema declared.
No examples provided.
manage_audio ~72
Audio tool namespace for importing audio files, searching audio assets, and inspecting their asset metadata.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_audio |
| params | – | – | Parameters for the selected manage_audio action. Supported actions: manage_audio.audio_info, manage_audio.import_audio, manage_audio.search_audio_assets. |
No output schema declared.
No examples provided.
manage_behavior_tree ~86
Behavior-tree tool namespace for creating, searching, and inspecting BehaviorTree assets.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_behavior_tree |
| params | – | – | Parameters for the selected manage_behavior_tree action. Supported actions: manage_behavior_tree.behavior_tree_info, manage_behavior_tree.create_behavior_tree, manage_behavior_tree.search_ai_assets,… |
No output schema declared.
No examples provided.
manage_blueprint ~114
Blueprint tool namespace for Blueprint creation, component editing, compilation, and basic Blueprint summary actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_blueprint |
| params | object | – | Parameters for the selected manage_blueprint action. Supported actions: manage_blueprint.add_component, manage_blueprint.compile, manage_blueprint.create_blueprint, manage_blueprint.read, manage_blue… |
No output schema declared.
No examples provided.
manage_data ~86
Data tool namespace for searching data assets, creating common data containers, and inspecting their asset metadata.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_data |
| params | – | – | Parameters for the selected manage_data action. Supported actions: manage_data.asset_info, manage_data.create_data_asset, manage_data.create_data_table, manage_data.create_string_table, manage_data.s… |
No output schema declared.
No examples provided.
manage_editor ~139
Editor tool namespace for run_python, console_command, project_info, map_info, world_outliner, is_pie_running, start_pie, stop_pie, screenshot, and move_camera actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_editor |
| params | – | – | Parameters for the selected manage_editor action. Supported actions: manage_editor.console_command, manage_editor.get_console_variable, manage_editor.is_pie_running, manage_editor.map_info, manage_ed… |
No output schema declared.
No examples provided.
manage_effect ~82
Effects tool namespace for spawning debug-shape actors, assigning materials, tinting them, and deleting them.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_effect |
| params | – | – | Parameters for the selected manage_effect action. Supported actions: manage_effect.apply_material, manage_effect.delete_debug_shape, manage_effect.spawn_debug_shape, manage_effect.tint_debug_shape. |
No output schema declared.
No examples provided.
manage_environment ~87
Environment-building tool namespace for preset town, arch, staircase, pyramid, and maze generation actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_environment |
| params | – | – | Parameters for the selected manage_environment action. Supported actions: manage_environment.create_arch, manage_environment.create_maze, manage_environment.create_pyramid, manage_environment.create_… |
No output schema declared.
No examples provided.
manage_gas ~71
GAS tool namespace for searching gameplay-ability-related assets and inspecting their asset metadata.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_gas |
| params | – | – | Parameters for the selected manage_gas action. Supported actions: manage_gas.asset_info, manage_gas.search_gas_assets. |
No output schema declared.
No examples provided.
manage_geometry ~77
Geometry tool namespace for wall, arch, staircase, and pyramid preset construction actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_geometry |
| params | – | – | Parameters for the selected manage_geometry action. Supported actions: manage_geometry.create_arch, manage_geometry.create_pyramid, manage_geometry.create_staircase, manage_geometry.create_wall. |
No output schema declared.
No examples provided.
manage_input ~57
Input tool namespace for creating classic UE4 input mappings.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_input |
| params | object | – | Parameters for the selected manage_input action. Supported actions: manage_input.create_input_mapping. |
No output schema declared.
No examples provided.
manage_inspection ~92
Inspection tool namespace for asset, actor, map, and basic Blueprint summary actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_inspection |
| params | – | – | Parameters for the selected manage_inspection action. Supported actions: manage_inspection.actor, manage_inspection.actor_materials, manage_inspection.asset, manage_inspection.asset_references, manag… |
No output schema declared.
No examples provided.
manage_level ~103
Level tool namespace for map inspection, actor listing, world outliner inspection, and preset structure creation actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_level |
| params | – | – | Parameters for the selected manage_level action. Supported actions: manage_level.create_bridge, manage_level.create_maze, manage_level.create_pyramid, manage_level.create_town, manage_level.create_wa… |
No output schema declared.
No examples provided.
manage_level_structure ~140
Level-structure tool namespace for preset town, house, mansion, tower, wall, bridge, and fortress construction actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_level_structure |
| params | object | – | Parameters for the selected manage_level_structure action. Supported actions: manage_level_structure.construct_house, manage_level_structure.construct_mansion, manage_level_structure.create_aqueduct,… |
No output schema declared.
No examples provided.
manage_lighting ~95
Lighting tool namespace for spawning common light actors, transforming them, and inspecting level lighting state.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_lighting |
| params | – | – | Parameters for the selected manage_lighting action. Supported actions: manage_lighting.inspect_lighting, manage_lighting.spawn_directional_light, manage_lighting.spawn_point_light, manage_lighting.sp… |
No output schema declared.
No examples provided.
manage_material ~85
Material tool namespace for listing materials, applying them to actors or Blueprints, and tinting them with material instances.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_material |
| params | – | – | Parameters for the selected manage_material action. Supported actions: manage_material.apply_to_actor, manage_material.apply_to_blueprint, manage_material.list_materials, manage_material.tint_materia… |
No output schema declared.
No examples provided.
manage_navigation ~80
Navigation tool namespace for spawning navigation volumes and proxies plus basic map inspection actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_navigation |
| params | – | – | Parameters for the selected manage_navigation action. Supported actions: manage_navigation.inspect_navigation, manage_navigation.spawn_nav_link_proxy, manage_navigation.spawn_nav_mesh_bounds_volume,… |
No output schema declared.
No examples provided.
manage_sequence ~155
Sequence tool namespace for creating, searching, inspecting, and editing LevelSequence assets, including bindings, tracks, sections, keys, camera cuts, playback ranges, and speed-track time calculations.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_sequence |
| params | object | – | Parameters for the selected manage_sequence action. Supported actions: manage_sequence.add_camera_cut, manage_sequence.add_key, manage_sequence.add_section, manage_sequence.add_track, manage_sequence… |
No output schema declared.
No examples provided.
manage_skeleton ~80
Skeleton tool namespace for searching Skeleton and SkeletalMesh assets and inspecting their metadata.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_skeleton |
| params | – | – | Parameters for the selected manage_skeleton action. Supported actions: manage_skeleton.asset_info, manage_skeleton.search_skeletal_meshes, manage_skeleton.search_skeletons. |
No output schema declared.
No examples provided.
manage_source_control ~130
Source-control tool namespace for provider inspection and file or package source-control operations.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_source_control |
| params | – | – | Parameters for the selected manage_source_control action. Supported actions: manage_source_control.add, manage_source_control.checkout, manage_source_control.checkout_or_add, manage_source_control.de… |
No output schema declared.
No examples provided.
manage_splines ~84
Spline tool namespace for spawning a spline-host actor or Blueprint and then transforming or deleting it.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_splines |
| params | – | – | Parameters for the selected manage_splines action. Supported actions: manage_splines.delete_actor, manage_splines.spawn_actor, manage_splines.transform_actor. |
No output schema declared.
No examples provided.
manage_system ~65
System tool namespace for console commands and asset validation actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_system |
| params | – | – | Parameters for the selected manage_system action. Supported actions: manage_system.console_command, manage_system.get_console_variable, manage_system.validate_assets. |
No output schema declared.
No examples provided.
manage_texture ~74
Texture tool namespace for searching texture assets, importing image files as textures, and reading their asset metadata.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_texture |
| params | – | – | Parameters for the selected manage_texture action. Supported actions: manage_texture.import_texture, manage_texture.search_textures, manage_texture.texture_info. |
No output schema declared.
No examples provided.
manage_tools ~82
Tool-namespace registry for listing registered tool namespaces and describing supported actions. Use this as the discovery entry point for the namespace-first MCP surface.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_tools |
| params | – | – | Parameters for the selected manage_tools action. Supported actions: manage_tools.describe_namespace, manage_tools.list_namespaces, manage_tools.tool_status. |
No output schema declared.
No examples provided.
manage_volumes ~100
Volume tool namespace for spawning common engine volumes and applying delete or transform actions.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_volumes |
| params | object | – | Parameters for the selected manage_volumes action. Supported actions: manage_volumes.delete_volume, manage_volumes.spawn_audio_volume, manage_volumes.spawn_blocking_volume, manage_volumes.spawn_physi… |
No output schema declared.
No examples provided.
manage_widget ~176
Widget tool namespace for UMG Blueprint creation, widget-tree inspection, widget-tree edits, CanvasPanel root normalization, and viewport spawning actions. Use inspect_tree to verify designer contents, add_child_widget for nested layout work, and ensure_canvas_root when absolute CanvasPanel positioning is required.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to execute inside tool namespace manage_widget |
| params | object | – | Parameters for the selected manage_widget action. Supported actions: manage_widget.add_button, manage_widget.add_child_widget, manage_widget.add_text_block, manage_widget.add_to_viewport, manage_widg… |
No output schema declared.
No examples provided.
What is the unreal-mcp-ue4-for-ohd server?
unreal-mcp-ue4-for-ohd is listed in the public MCP registry as io.github.RibatTRW/unreal-mcp-ue4-for-ohd. UE4.25 MCP server for Unreal Editor via Python Remote Execution (OHD mod-kit retarget). This page covers its npm package (unreal-mcp-ue4-for-ohd).
Is the unreal-mcp-ue4-for-ohd server safe to use?
unreal-mcp-ue4-for-ohd scores 67 out of 100 on VerifyMCP. We found no known CVEs affecting it as of 20 September 2026. It declares no install or post-install scripts. That is a record of what we were able to check automatically, not an endorsement. The category breakdown on this page shows every signal behind the number, including the ones we could not confirm.
What tools does the unreal-mcp-ue4-for-ohd server expose?
unreal-mcp-ue4-for-ohd exposes 34 tools: get_unreal_engine_path, get_unreal_project_path, get_unreal_version, editor_create_object, editor_update_object, and 29 more. Their descriptions and schemas cost roughly 3,481 tokens of context every time the server is loaded.
Is the unreal-mcp-ue4-for-ohd server still maintained?
unreal-mcp-ue4-for-ohd is still listed as active in the MCP registry. We last reached this channel on 20 September 2026. Those dates come from our own scans of the registry and the channel itself, not from anything the publisher announced.
What licence is the unreal-mcp-ue4-for-ohd server under?
unreal-mcp-ue4-for-ohd declares the MIT licence, which is OSI-approved. That covers the source only, and says nothing about the cost of any service it calls.