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Media 1 for listing Unified MCP Server – Local AI Agent Endpoint for Unreal Engine
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Description

Unified MCP Server (UMCP) is a local MCP host for Unreal Engine that lets editor tools, provider plugins, Unreal Capability Mesh routes, and local AI agents connect through one authenticated loopback endpoint instead of running separate servers for every plugin.

UMCP runs MCP-compatible JSON-RPC 2.0 over HTTP inside the Unreal Editor at `http://127.0.0.1:<port>/mcp`, with default port `8732`. Provider plugins attach tools at runtime through the C++ `IUmcpToolProvider` contract, and the host exposes them to MCP clients with prefixed names such as `providerId_tool`.

The plugin is infrastructure-only: it ships no AI model, no LLM provider, no API keys, no Node.js, no Python runtime, no `mcp-remote`, and no standalone server executable. Stdio-only MCP clients may still need a user-installed bridge.

⭐ Key Features

  • Single local MCP host

    Run one MCP-compatible endpoint inside the Unreal Editor instead of maintaining a separate local server for every plugin or tool integration.

  • Provider-based tool registration

    Tools come from other plugins through `IUmcpToolProvider`. UMCP does not hard-code project tools, partner plugins, or domain-specific business logic.

  • Prefixed tool names

    Provider-local tools are exposed as `providerId_tool` to avoid name collisions when multiple bridge or provider plugins are enabled.

  • Loopback-only security model

    The server binds to `127.0.0.1`, is disabled by default, and requires a bearer token on every request.

  • Handshake file for agents

    On start, host, port, compatibility token, and scoped tokens are written to `Saved/UnifiedMcpServer/agent/mcp_endpoint.json` for local agent configuration.

  • Scoped session tokens

    Use one endpoint with default, read-only, automation, or experimental/admin tokens instead of splitting providers across multiple ports.

  • Access profiles and tool policy

    Choose exposure profiles, disable provider IDs, allowlist or block exposed tool names, and control tool groups derived from MCP annotations.

  • Runtime Access Guard

    Temporarily block tools globally or for a scoped token during an editor session. Runtime blocks hide tools from `tools/list`, reject direct `tools/call`, and clear when the server stops.

  • Editor lifecycle controls

    Start, stop, and rotate bearer tokens from `Tools -> AI -> Universal MCP` or optional editor Blueprint lifecycle helpers.

  • Control Panel and Connected Functions

    Open `Tools -> AI -> Universal MCP -> Open Control Panel` for server status, lifecycle buttons, Access Activity, and a plugin-grouped Connected Functions tree with lazy input/output schema inspection.

  • Schema-aware MCP tools

    `tools/list` can expose `inputSchema`, `outputSchema`, annotations, and tool revision metadata. `tools/call` can return provider JSON as text content and `structuredContent` when the result is a JSON object.

  • Optional argument validation

    UMCP can validate incoming tool arguments against each tool `inputSchema` before invoking the provider.

  • Unreal Capability Mesh support

    When Unreal Capability Mesh is available, UMCP can expose generic `mesh_*` tools and flattened `mesh_route_*` tools grouped under their owning plugin metadata.

  • Request diagnostics

    Request metadata is appended to `Saved/UnifiedMcpServer/logs/mcp_requests.jsonl` for local troubleshooting and support.

  • Access Journal

    Tool-call access diagnostics are written to `Saved/UnifiedMcpServer/logs/access_audit.jsonl` with token id, client hint, tool name, outcome, error code, latency, and secret-redacted argument diagnostics.

  • C++ core with optional Blueprint helpers

    The server is implemented in C++. Blueprint support is limited to editor lifecycle, runtime guard actions, and diagnostics; MCP tool providers remain C++ modular features.

  • Zero bundled executables

    No Node.js, Python, `mcp-remote`, or standalone server binary is included.

🔹 Typical Use Cases

  • Local AI coding agents connected to Unreal Editor tools

  • Multiple plugins sharing one MCP server with policy-controlled auth tokens

  • Bridge plugins for search, context, assets, pipeline tools, or internal automation

  • Unreal Capability Mesh routes exposed through a stable local MCP endpoint

  • Editor automation and QA workflows that need governed local tool access

  • Teams that want agent access without rewriting every plugin integration

🔹 How It Works

Unified MCP Server keeps MCP transport, authentication, routing, settings, policy, diagnostics, and lifecycle controls in one editor module, while tool implementation stays inside provider plugins or Unreal Capability Mesh routes.

The host collects registered provider tools at call time, prefixes them by provider ID, applies access policy and runtime guard checks, and routes `tools/list` and `tools/call` requests to the matching provider. This lets new tool sources attach without changing the UMCP server plugin.

🔹 Requirements

Engine: Unreal Engine 5.4-5.7

Platform: Unreal Editor

Code: C++ plugin with Runtime interface module and Editor server module

Endpoint: local loopback HTTP only, `127.0.0.1`

Project tools: require separate provider plugins or Unreal Capability Mesh routes

🔹 Included Content

Unified MCP Server C++ plugin

Runtime provider contract module: `UnifiedMcpServerInterface`

Editor HTTP server module: `UnifiedMcpServerEditor`

Project settings for enable/disable, port, validation, access policy, and diagnostics

`Tools -> AI -> Universal MCP` menu actions

Control Panel with Status, Access Activity, and Connected Functions inspection

Handshake file workflow

Request log workflow

Secret-redacted access journal workflow

Documentation and setup guide

🔹 Known Scope

Unified MCP Server is not a full AI stack or tool pack. It focuses on local MCP hosting, bearer-token authentication, provider aggregation, scoped tokens, policy-controlled exposure, runtime access governance, diagnostics, and editor lifecycle controls.

It does not include an AI model, LLM provider, API keys, project-specific tools, or external runtimes by itself. Blueprint support is limited to server lifecycle and diagnostics. MCP tool providers remain C++ contracts. Some stdio-only MCP clients may need a user-installed bridge.

🔹 Support

For support, feature requests, or workflow questions, use the Fab support section or the Discord support channel.

🔹 Discord Support Channel

https://discord.gg/WqsQvUDJht

Included formats