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endoworldshub/uefn-mcp-server

开发工具

本页由 AI 翻译,技术细节请以原文为准。 查看原文

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用于控制UEFN(Fortnite的Unreal Editor)的MCP服务器,Claude代码——22个用于角色、资源、关卡、视口和Python执行的工具

概览

通过模型上下文协议,通过Claude Code控制UEFN(Fortnite的Unreal编辑器)。 - : actor、资源、关卡、视口、项目信息、编辑器日志和任意Python执行 - 纯Python,适用于多个UEFN版本 - - 全部为虚幻。*调用通过编辑器跳回调分发 打开Claude代码,问:“帮我搭建UEFN MCP服务器”——它会安装依赖,创建配置文件,并指导你完成剩下的步骤。 如果你更喜欢手动操作,请按照下面的步骤1-5操作。 1. 在UEFN中打开你的项目 2.进入3。搜索并勾选 在UEFN菜单栏使用,然后选择uefn_listener.py文件。 A会显示:- — 运行时绿色,停止时红色 - — 连接Claude Code时绿色(心跳每10秒) - — 可编辑监听器停止时 - — 正常运行时间、请求次数、错误、最后命令、平均响应时间 - — 停止/开始/重启按钮 你可以放心关闭这个窗口——听者继续在背景中运行。

概述(AI 翻译)

通过模型上下文协议,通过Claude Code控制UEFN(Fortnite的Unreal编辑器)。

  • 110 个工具:actors、资源、关卡、视口、材质、Niagara、动画、静态网格、数据表、资产验证、设备 @editable 布线、编辑器中播放控制、StaticMeshActor 散布、Verse 源代码内省、Verse 编译/推送、Verse 代码导航、UEFN 会话状态/启动以及任意 Python 执行
  • Zero C++编译 — 纯Python,兼容UEFN版本
  • 主线程安全 — 所有通过编辑器跳回调调度的unreal.*调用
  • 自动启动 — 当项目打开时,监听者自行启动(参见自动启动)
  • 崩溃恢复 — UEFN 会话工具读取编辑器状态并在崩溃后重启 UEFN;参见 UEFN 会话和崩溃恢复
  • 无输入仿真 — 服务器从不发送鼠标或键盘输入;难以撤销的工具被标记为实验性

0.5.0 有什么新内容

  • UEFN 会话(uefn_session.py,3个工具):uefn_status(编辑日志中的只读状态,进程和 ports), uefn_launch_project(启动UEFN,打开项目,等待监听器;可以停止剩余的崩溃报告者

本页由 AI 翻译,技术细节请以原文为准。

README

以下为原文 README 节选,完整内容请查看原文。

UEFN MCP Server

Control UEFN (Unreal Editor for Fortnite) from Claude Code via the Model Context Protocol.

Claude Code    MCP Server (mcp_server.py)    Listener (uefn_listener.py, inside UEFN)
                                   |--TCP 127.0.0.1:1962-->  UEFN VerseWorkflowServer   (verse_compile / verse_status / verse_push)
                                   |--stdio------------->  verse-lsp.exe                (verse_symbols / verse_hover / ...)
                                   '--files / Win32 ---->  editor log, settings ini, processes   (uefn_status / uefn_launch_project / ...)
  • 110 tools: actors, assets, levels, viewport, materials, Niagara, animations, static meshes, data tables, asset validation, device @editable wiring, Play-In-Editor control, StaticMeshActor scatter, Verse source introspection, Verse compile/push, Verse code navigation, UEFN session status / launch, and arbitrary Python execution
  • Zero C++ compilation — pure Python, works across UEFN versions
  • Main-thread safe — all unreal.* calls dispatched via editor tick callback
  • Autostart — the listener starts by itself when a project opens (see Auto-start)
  • Crash recovery — the UEFN session tools read the editor state and relaunch UEFN after a crash; see UEFN session and crash recovery
  • No input simulation — the server never sends mouse or keyboard input; tools that are hard to undo are tagged experimental

What’s new in 0.5.0

  • UEFN session (uefn_session.py, 3 tools): uefn_status (read-only state from the editor log, processes and ports), uefn_launch_project (start UEFN, open a project, wait for the listener; can stop a crash reporter left over from a crash), uefn_set_load_on_startup. They send no mouse or keyboard input: when UEFN stops on the HUB, the user opens the project.
  • [experimental] tag: 7 tools that are hard to undo or act outside the open level ask the user to confirm before each call. See Experimental tools.
  • setup.ps1: one idempotent setup step for a new machine (-DryRun).
  • Safety fixes (listener protocol 0.3.3): rotations are named axes {"pitch", "yaw", "roll"} (a documented [pitch, yaw, roll] list used to be applied as [roll, pitch, yaw]); the staticmesh_* tools stop calling the getters that crash UEFN 42.20. See Conventions.

Full list: CHANGELOG.md.

What’s new in 0.4.0

A community fork was merged into this repo: 79 new tools (materials, Niagara, animation, static meshes, asset management, data tables, validation, screenshots, device @editable fields, Play-In-Editor, scatter, Verse

在 GitHub 查看完整 README

安装

This server does not publish a one-line install command.

Open the repository installation guide 新手?先看 mcpskill.org 教程 →

配置

{ "mcpServers": { "uefn": { "command": "python", "args": ["${UEFN_MCP_PATH}/mcp_server.py"] }, "unreal-mcp": { "type": "http", "url": "http://127.0.0.1:8000/mcp" } } }