Installation
From Fab
- Add Unreal Engine Absolute Blueprint MCP to your library on Fab and install it to your engine from the Epic Games Launcher (Library → Fab Library → Install to Engine).
- Open your project. Edit → Plugins → search Absolute Blueprint MCP → enable → restart.
- On startup the Output Log shows:
LogUEAMCP: Display: Absolute Blueprint MCP server listening at http://127.0.0.1:9331/uea-mcp
From source
Copy the UnrealEngineAbsoluteBlueprintMCP folder into <Project>/Plugins/ and open the project; the
editor compiles it (Visual Studio 2019 for 4.27, 2022 for 5.x).
Settings
Project Settings → Plugins → Absolute Blueprint MCP:
| Setting | Default | Notes |
|---|---|---|
| Auto start | on | start the server when the editor finishes loading |
| Port | 9331 | if busy, 9332–9340 are tried; the real endpoint is written to Saved/UEABMCP/endpoint.json |
| Endpoint path | uea-mcp | http://127.0.0.1:<port>/<path> |
| Disabled kits | — | hide whole kits from tools/list |
| Log tool calls | on | one Output Log line per call with duration |
Next to the full edition
Both editions can be enabled in the same project. The full edition,
Unreal Engine Absolute MCP, listens on 9321 and writes
Saved/UEAMCP/endpoint.json; this edition uses 9331 and Saved/UEABMCP/endpoint.json.
Supported engines
UE 4.27, 5.0, 5.5, 5.6, 5.7 and 5.8 on Windows (Win64). See Compatibility for the per-tool matrix.