Choose your path: open source setup or instant commercial install.
UE5.3+, Python 3.9+, an MCP-compatible AI client (Claude Desktop, Cursor, or custom)
5.3 or newer
3.9 or newer
MCP compatible
Gemini / GPT / Claude
git clone https://github.com/winyunq/UnrealMotionGraphicsMCP.git cd UnrealMotionGraphicsMCP
Copy the Source/ folder into your UE5 project's Plugins/UmgMcp/ directory.
# Windows (PowerShell) Copy-Item -Recurse Source\ "C:\MyProject\Plugins\UmgMcp\" # macOS / Linux cp -r Source/ /path/to/MyProject/Plugins/UmgMcp/
Open your project → Edit → Plugins → search "UMG MCP" → Enable → Restart UE5.
If prompted to rebuild modules, click Yes. This compiles the C++ plugin for your platform.
cd UnrealMotionGraphicsMCP pip install -r requirements.txt
The config file at the repo root controls the server port and settings.
{
"host": "localhost",
"port": 19202, // must match UE5 plugin setting
"log_level": "info"
}
python Scripts/mcp_server.py # Server listening on localhost:19202
Add the UMG MCP server to your MCP client configuration. Example for Claude Desktop (claude_desktop_config.json):
{
"mcpServers": {
"umg-mcp": {
"command": "python",
"args": ["/path/to/Scripts/mcp_server.py"]
}
}
}
Open a UMG widget in UE5, then chat with your AI. Try:
UE5.3+, Epic Games Launcher, API key from Gemini / OpenAI / Anthropic. No Python required.
5.3 or newer
Fab Marketplace
Gemini / GPT / Claude
Visit the UMG MCP listing on Fab and complete the purchase.
Open the Epic Games Launcher → Library → Vault. Find UMG MCP and click "Install to Engine".
Select the correct UE5 engine version. The plugin installs automatically — no file copying needed.
Open your project → Edit → Plugins → search "UMG MCP" → Enable → Restart.
In UE5, open Edit → Project Settings → UMG MCP. Enter your LLM API key and select your preferred AI model.
The commercial version supports Gemini, OpenAI GPT, and Anthropic Claude. Your API key is stored securely in project settings and never transmitted anywhere except directly to the LLM API.
Go to Window → UMG MCP to open the built-in chat panel inside UE5. No external applications needed.
Open a UMG widget blueprint, click into the chat panel, and describe what you want to build. The multi-agent system handles the rest.
The orchestrator will split this into Layout, Animation, and Style sub-tasks and execute them in parallel.
Check that the port in UmgMcpConfig.json matches the port in the UE5 plugin settings. Default is 19202. Ensure no firewall is blocking localhost connections. Also verify the Python server is running before launching UE5.
This is normal on first install. Click Yes to allow UE5 to compile the C++ plugin for your platform. This may take 2-5 minutes. Ensure you have Visual Studio (Windows) or Xcode (Mac) installed.
Make sure the MCP server has been updated to the latest version matching your plugin. Run git pull and restart the server. Also verify your MCP client has loaded the server correctly.
Ensure the UMG widget is open in the UE5 Widget Blueprint Editor. The plugin operates on the currently active widget. If the widget is not open, operations will fail silently.