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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/davidbuenov/dbv-mcp-server/llms.txt

Use this file to discover all available pages before exploring further.

Zero-modification integration

The integration of the MCP server into your Unreal Engine 5.8 project is entirely non-invasive. There is no need to modify Unreal Engine’s source code, patch any engine files, or use a custom engine build. Everything lives in two places you already own:
  • Your project’s Source/ directory — for all C++ toolset code.
  • Your project’s .uproject config file — for plugin activation.
The UE 5.8 MCP server is built-in via the ModelContextProtocol plugin, which ships as an experimental plugin in the standard UE 5.8 distribution. You enable it, configure it once in Editor Preferences, and the server starts listening at http://localhost:8000/mcp. The engine itself remains clean and unmodified.

Available native toolsets

When all optional plugins are enabled in your .uproject, the following toolsets become available to any connected AI agent:
ToolsetPluginDescription
EditorAppToolset, LogsToolsetEditorToolset (C++)Viewport, camera, selection, assets, and Output Log access
BlueprintTools, SceneTools, ActorTools, AssetTools, MaterialToolsEditorToolset (Python)100+ Python-backed tools for Blueprints, scene, actors, assets, and materials
AutomationTestToolsetAutomationTestToolsetDiscover and run Editor automation tests
SlateInspectorToolsetSlateInspectorToolsetClick, type, snapshot, observe Editor UI windows
AgentSkillToolsetToolsetRegistryList, get, create, and update Agent Skills
Your custom toolsetsYour project moduleAny UToolsetDefinition subclass you register explicitly
ToolsetRegistrySubsystem::Initialize() (engine code, ToolsetRegistry plugin) only auto-registers AgentSkillToolset. All other UToolsetDefinition subclasses — including EditorToolset, AutomationTestToolset, SlateInspectorToolset, and any custom toolset you create — must be explicitly registered with UToolsetRegistry::RegisterToolsetClass(...) called inside OnPostEngineInit. If this call is missing, the class compiles and loads correctly but never appears in list_toolsets. This is a silent failure — see Toolset Registration for the fix.

How the pieces fit together

Your Project Source/
├── MyCustomSceneToolset.h      ← UToolsetDefinition subclass
├── MyCustomSceneToolset.cpp    ← AICallable UFUNCTION implementations
└── MyProject.cpp               ← RegisterToolsetClass call in OnPostEngineInit

Your Project .uproject
└── Plugins[]                   ← ModelContextProtocol, ToolsetRegistry, etc.

Unreal Editor (runtime)
└── MCP Server → http://localhost:8000/mcp
      └── list_toolsets → all registered toolsets
      └── call_tool     → dispatches to C++ UFUNCTION

Where to go next

Plugin Setup

Add the required plugins to your .uproject and enable Auto Start Server in Editor Preferences.

Custom Toolsets

Build a UToolsetDefinition C++ class with AICallable UFUNCTION methods.

Toolset Registration

Register your toolset in your project module so it appears in list_toolsets.

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