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Documentation Index

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Plugin reference

The table below lists every plugin involved in the MCP integration. The first four are the minimum required to start the MCP server. The last three unlock real Editor access for AI agents.
PluginPurposeCategory
ModelContextProtocolCore MCP server — exposes http://localhost:8000/mcpRequired
ToolsetRegistryToolset registry subsystem and AgentSkillToolsetRequired
MCPClientToolsetMCP client-side toolset infrastructureRequired
PythonScriptPluginPython scripting runtime for C++ IPythonScriptPlugin APIRequired
EditorToolsetViewport, camera, selection, assets, logs, Blueprints, Materials (100+ tools)Optional
AutomationTestToolsetDiscover and run Editor automation testsOptional
SlateInspectorToolsetInteract with Editor UI: clicks, snapshots, window inspectionOptional
If PythonScriptPlugin is not activated, the C++ module loader will fail when resolving Python scripting classes at runtime — even if your C++ code compiles without errors. Always include it when using IPythonScriptPlugin or FPythonCommandEx.

Setup steps

1

Edit your .uproject file

Open <YourProjectName>.uproject in a text editor and add the full plugins array to the JSON. If a "Plugins" key already exists, merge the entries — do not create a duplicate key.
{
  "Plugins": [
    { "Name": "ModelContextProtocol",    "Enabled": true },
    { "Name": "ToolsetRegistry",         "Enabled": true },
    { "Name": "MCPClientToolset",        "Enabled": true },
    { "Name": "PythonScriptPlugin",      "Enabled": true },
    { "Name": "EditorToolset",           "Enabled": true },
    { "Name": "AutomationTestToolset",   "Enabled": true },
    { "Name": "SlateInspectorToolset",   "Enabled": true }
  ]
}
If EditorToolset, AutomationTestToolset, or SlateInspectorToolset are missing after following the full guide, and an AI agent sees only AgentSkillToolset in list_toolsets, these three entries are the most common cause.
2

Enable Auto Start Server in Editor Preferences

Enabling the ModelContextProtocol plugin does not start the MCP server automatically — that is a separate Editor preference that defaults to off.
  1. Open Edit → Editor Preferences.
  2. Navigate to Model Context Protocol → Server.
  3. Check the Auto Start Server checkbox.
  4. Restart the Editor.
If you prefer not to set the preference permanently, you can start the server on demand by opening the Unreal console (backtick key `) and running:
ModelContextProtocol.StartServer
This starts the server for the current Editor session without requiring a restart.
3

Verify the server is running

After the Editor starts, open the Output Log panel and look for this line:
LogModelContextProtocol: Running on http://localhost:8000/mcp
If this line is absent, confirm that Auto Start Server is checked in Editor Preferences (Step 2), or run ModelContextProtocol.StartServer in the UE console. The server will not appear in the Output Log if the preference is off and no manual start command was issued.
4

Add Build.cs module dependencies

Open Source/<YourProjectName>/<YourProjectName>.Build.cs and add ToolsetRegistry to the public dependencies and PythonScriptPlugin to the private dependencies. This links the registry and Python scripting APIs so your C++ toolset classes can compile against them.
using UnrealBuildTool;

public class MyProject : ModuleRules
{
    public MyProject(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] {
            "Core",
            "CoreUObject",
            "Engine",
            "InputCore",
            "EnhancedInput",
            "ToolsetRegistry"   // Required for UToolsetDefinition
        });

        PrivateDependencyModuleNames.AddRange(new string[] {
            "PythonScriptPlugin", // Required for IPythonScriptPlugin and FPythonCommandEx
            "Json"                // Required for serializing complex responses
        });
    }
}
After editing .Build.cs, you must close the Editor, regenerate Visual Studio project files (right-click the .uprojectGenerate Visual Studio project files), and do a full Build Solution before reopening the Editor. Live Coding cannot pick up .Build.cs or .uproject changes.

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