# unreal-mcp-ue4-for-ohd (npm · unreal-mcp-ue4-for-ohd)

UE4.25 MCP server for Unreal Editor via Python Remote Execution (OHD mod-kit retarget).

- Trust score: 67/100 (medium)
- Change this week: +6
- Registry status: active
- Liveness: live
- Owner verified: no
- Last scored: 2026-09-21

## Components

- npm · `unreal-mcp-ue4-for-ohd`: 67/100 (this document), [markdown](https://verifymcp.io/servers/ribattrw-unreal-mcp-ue4-for-ohd/unreal-mcp-ue4-for-ohd.md), [page](https://verifymcp.io/servers/ribattrw-unreal-mcp-ue4-for-ohd/unreal-mcp-ue4-for-ohd)

## Channel facts

- Registry: `npm`
- Package: `unreal-mcp-ue4-for-ohd`
- Version: `2026.5.12-12`
- Transport: `stdio`

## Trust breakdown

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. Scores are 0–100 per category. Scoring method: https://verifymcp.io/docs/scoring (what has changed: https://verifymcp.io/docs/scoring/changelog)

Scored 2026-09-21.

- **Supply Chain Security**: 98/100
  - No malware found by supply-chain analysis.
  - No known CVEs affecting this package version or its production dependencies.
  - No install/post-install scripts declared.
  - 31 of 101 dependencies flagged as unhealthy.
- **Provenance & Transparency**: 45/100
  - Source repository is publicly reachable at the declared URL.
  - Provenance check failed: no build-provenance attestation is published.
  - Clear OSI-approved license (MIT).
  - Actively maintained (last published 12 days ago).
  - Disclosure check failed: no security disclosure policy was found in the source repository.
- **Schema Quality & AI Usability**: 35/100
  - 0% of prompts and resources have a non-trivial description (not blank, and not just the item's name).
  - AI-judged instruction clarity (fair).
  - Tool/resource definitions use about 3485 tokens (~99/item across 35 items; 34 tools + 1 resources), lean.
  - Usage-examples check failed: none of the tools include examples.
- **Stability & Change Management**: 43/100
  - Stability observed for 13 of 30 days with no destabilising changes; credit accrues until the full window elapses.
- **Tool Coverage**: 100/100
  - 100% of tools have a non-trivial description (not blank, and not just the tool's name).
  - 99% of tool parameters carry a description.
- **Tool Safety**: 75/100
  - No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.
  - 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.
  - An AI judge read all 35 captured unit(s) of tool text and found none that tries to manipulate the model reading it.
- **Capabilities**: 100/100
  - Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.

## Install

### 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.

### Claude

```bash
claude mcp add ribattrw-unreal-mcp-ue4-for-ohd -- npx -y unreal-mcp-ue4-for-ohd
```

### Cursor

```json
{
  "mcpServers": {
    "ribattrw-unreal-mcp-ue4-for-ohd": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-mcp-ue4-for-ohd"
      ]
    }
  }
}
```

### VS Code

```json
{
  "servers": {
    "ribattrw-unreal-mcp-ue4-for-ohd": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-mcp-ue4-for-ohd"
      ]
    }
  }
}
```

### Codex

```bash
codex mcp add ribattrw-unreal-mcp-ue4-for-ohd -- npx -y unreal-mcp-ue4-for-ohd
```

### opencode

```json
{
  "$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

```bash
openclaw mcp add ribattrw-unreal-mcp-ue4-for-ohd --command npx --arg -y --arg unreal-mcp-ue4-for-ohd
```

### Hermes

```yaml
mcp_servers:
  ribattrw-unreal-mcp-ue4-for-ohd:
    command: "npx"
    args: ["-y", "unreal-mcp-ue4-for-ohd"]
```

### Netclaw

```json
{
  "McpServers": {
    "ribattrw-unreal-mcp-ue4-for-ohd": {
      "Transport": "stdio",
      "Command": "npx",
      "Arguments": [
        "-y",
        "unreal-mcp-ue4-for-ohd"
      ]
    }
  }
}
```

### Vellum

```bash
assistant mcp add ribattrw-unreal-mcp-ue4-for-ohd -t stdio -c npx -a -y unreal-mcp-ue4-for-ohd
```

### Other

```json
{
  "mcpServers": {
    "ribattrw-unreal-mcp-ue4-for-ohd": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-mcp-ue4-for-ohd"
      ]
    }
  }
}
```

## Changelog

Every change recorded for this component, newest first. Days that predate change tracking, or that we cannot explain, say so: "we were watching and nothing happened" and "we were not watching" are different claims.

### 2026-09-20 (score 67, +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.

### 2026-09-18 (score 66, +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.

### 2026-09-16 (score 65, +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.

### 2026-09-15 (score 64, +3)

- [functional improvement] Stability: unverified → 0.23

### 2026-09-09 (score 61, +15)

- [security improvement] Malware scan: unverified → pass

### 2026-09-08 (score 46)

First indexed and scored.

## MCP tools (34)

### `get_unreal_engine_path` (~24 tokens)

Get the active Unreal Engine root path from the connected editor session

### `get_unreal_project_path` (~24 tokens)

Get the active Unreal project file path from the connected editor session

### `get_unreal_version` (~23 tokens)

Get the active Unreal Engine version string from the connected editor session

### `editor_create_object` (~279 tokens)

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.

Input parameters:

- `location` (object): World position coordinates
- `object_class` (string, required): Unreal class name (e.g., 'StaticMeshActor', 'DirectionalLight')
- `object_name` (string, required): 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

### `editor_update_object` (~277 tokens)

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.

Input parameters:

- `actor_name` (string, required): 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

### `editor_delete_object` (~114 tokens)

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.

Input parameters:

- `actor_names` (string, required)

### `manage_asset` (~135 tokens)

Asset tool namespace for listing, searching, inspecting, exporting, validating, duplicating, renaming, moving, deleting, saving, and folder-management actions.

Input parameters:

- `action` (string, required): 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…

### `manage_actor` (~101 tokens)

Actor tool namespace for listing, searching, spawning, deleting, transforming, and inspecting level actors.

Input parameters:

- `action` (string, required): 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…

### `manage_editor` (~139 tokens)

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.

Input parameters:

- `action` (string, required): 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…

### `manage_system` (~65 tokens)

System tool namespace for console commands and asset validation actions.

Input parameters:

- `action` (string, required): 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.

### `manage_inspection` (~92 tokens)

Inspection tool namespace for asset, actor, map, and basic Blueprint summary actions.

Input parameters:

- `action` (string, required): 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…

### `manage_tools` (~82 tokens)

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.

Input parameters:

- `action` (string, required): 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.

### `manage_source_control` (~130 tokens)

Source-control tool namespace for provider inspection and file or package source-control operations.

Input parameters:

- `action` (string, required): 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…

### `manage_lighting` (~95 tokens)

Lighting tool namespace for spawning common light actors, transforming them, and inspecting level lighting state.

Input parameters:

- `action` (string, required): 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…

### `manage_volumes` (~100 tokens)

Volume tool namespace for spawning common engine volumes and applying delete or transform actions.

Input parameters:

- `action` (string, required): 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…

### `manage_navigation` (~80 tokens)

Navigation tool namespace for spawning navigation volumes and proxies plus basic map inspection actions.

Input parameters:

- `action` (string, required): 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,…

### `manage_splines` (~84 tokens)

Spline tool namespace for spawning a spline-host actor or Blueprint and then transforming or deleting it.

Input parameters:

- `action` (string, required): 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.

### `manage_effect` (~82 tokens)

Effects tool namespace for spawning debug-shape actors, assigning materials, tinting them, and deleting them.

Input parameters:

- `action` (string, required): 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.

### `manage_level` (~103 tokens)

Level tool namespace for map inspection, actor listing, world outliner inspection, and preset structure creation actions.

Input parameters:

- `action` (string, required): 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…

### `manage_level_structure` (~140 tokens)

Level-structure tool namespace for preset town, house, mansion, tower, wall, bridge, and fortress construction actions.

Input parameters:

- `action` (string, required): 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,…

### `manage_environment` (~87 tokens)

Environment-building tool namespace for preset town, arch, staircase, pyramid, and maze generation actions.

Input parameters:

- `action` (string, required): 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_…

### `manage_geometry` (~77 tokens)

Geometry tool namespace for wall, arch, staircase, and pyramid preset construction actions.

Input parameters:

- `action` (string, required): 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.

### `manage_skeleton` (~80 tokens)

Skeleton tool namespace for searching Skeleton and SkeletalMesh assets and inspecting their metadata.

Input parameters:

- `action` (string, required): 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.

### `manage_material` (~85 tokens)

Material tool namespace for listing materials, applying them to actors or Blueprints, and tinting them with material instances.

Input parameters:

- `action` (string, required): 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…

### `manage_texture` (~74 tokens)

Texture tool namespace for searching texture assets, importing image files as textures, and reading their asset metadata.

Input parameters:

- `action` (string, required): 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.

### `manage_data` (~86 tokens)

Data tool namespace for searching data assets, creating common data containers, and inspecting their asset metadata.

Input parameters:

- `action` (string, required): 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…

### `manage_blueprint` (~114 tokens)

Blueprint tool namespace for Blueprint creation, component editing, compilation, and basic Blueprint summary actions.

Input parameters:

- `action` (string, required): 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…

### `manage_widget` (~176 tokens)

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.

Input parameters:

- `action` (string, required): 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…

### `manage_sequence` (~155 tokens)

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.

Input parameters:

- `action` (string, required): 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…

### `manage_audio` (~72 tokens)

Audio tool namespace for importing audio files, searching audio assets, and inspecting their asset metadata.

Input parameters:

- `action` (string, required): 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.

### `manage_animation_physics` (~92 tokens)

Animation-and-physics tool namespace for physics Blueprint spawning, Blueprint physics settings, and Blueprint compilation actions.

Input parameters:

- `action` (string, required): 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…

### `manage_input` (~57 tokens)

Input tool namespace for creating classic UE4 input mappings.

Input parameters:

- `action` (string, required): Action to execute inside tool namespace manage_input
- `params` (object): Parameters for the selected manage_input action. Supported actions: manage_input.create_input_mapping.

### `manage_behavior_tree` (~86 tokens)

Behavior-tree tool namespace for creating, searching, and inspecting BehaviorTree assets.

Input parameters:

- `action` (string, required): 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,…

### `manage_gas` (~71 tokens)

GAS tool namespace for searching gameplay-ability-related assets and inspecting their asset metadata.

Input parameters:

- `action` (string, required): 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.

## Diagnostics

Captured diagnostic sections: Provenance, Dependencies. The full working is on the page: https://verifymcp.io/servers/ribattrw-unreal-mcp-ue4-for-ohd/unreal-mcp-ue4-for-ohd#diagnostics

## Score history

- 2026-09-21: 67
- 2026-09-20: 67
- 2026-09-19: 66
- 2026-09-18: 66
- 2026-09-17: 65
- 2026-09-16: 65
- 2026-09-15: 64
- 2026-09-14: 61
- 2026-09-13: 61
- 2026-09-12: 61
- 2026-09-11: 61
- 2026-09-10: 61
- 2026-09-09: 61
- 2026-09-08: 46

## Common questions

### 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 21 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 21 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.

## Links

- npm package: https://www.npmjs.com/package/unreal-mcp-ue4-for-ohd
- Socket report: https://socket.dev/npm/package/unreal-mcp-ue4-for-ohd
- Repository: https://github.com/RibatTRW/unreal-mcp-ue4-for-OHD
- Changelog RSS feed: https://verifymcp.io/servers/ribattrw-unreal-mcp-ue4-for-ohd/unreal-mcp-ue4-for-ohd.xml
- Changelog JSON feed: https://verifymcp.io/servers/ribattrw-unreal-mcp-ue4-for-ohd/unreal-mcp-ue4-for-ohd.json
- HTML version of this page: https://verifymcp.io/servers/ribattrw-unreal-mcp-ue4-for-ohd/unreal-mcp-ue4-for-ohd
