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Epic's experimental Unreal MCP plugin embeds an MCP server inside the Unreal Editor process, served over local HTTP (127.0.0.1:8000/mcp by default). HTTP transport, no auth, no install block — the user enables the plugin in-editor and Hermes connects to the URL. Also drops test_optional_mcps_manifests_ship_in_both_wheel_and_sdist: it asserted wheel/sdist packaging targets for pip/Homebrew/Nix installs, which Hermes does not support — installs run from the repo checkout, where the catalog is discovered by directory iteration with no packaging step.
54 lines
2.5 KiB
YAML
54 lines
2.5 KiB
YAML
# Nous-approved MCP catalog entry.
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# Presence in this directory = approval. Merged via PR review.
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manifest_version: 1
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name: unreal-engine
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description: Drive the Unreal Engine 5.8 editor over its local MCP server.
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source: https://dev.epicgames.com/documentation/unreal-engine/unreal-mcp-in-unreal-editor
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# Epic's official "Unreal MCP" plugin (internal id ModelContextProtocol)
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# embeds an MCP server inside the running Unreal Editor process and serves it
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# over local HTTP. There is nothing to install on the Hermes side — the user
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# enables the plugin in-editor and the server binds to 127.0.0.1. Hermes's
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# MCP client just connects to the URL.
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#
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# Default bind is http://127.0.0.1:8000/mcp (port + path are configurable in
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# Editor Preferences > General > Model Context Protocol). If you change the
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# port/path in-editor, edit the url in mcp_servers.unreal-engine afterward.
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transport:
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type: http
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url: http://127.0.0.1:8000/mcp
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# The editor-embedded server accepts connections only from the same machine
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# and has no authentication of its own (Epic's experimental design — not for
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# remote use). Nothing to prompt for.
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auth:
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type: none
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# Tool selection at install time:
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# The plugin advertises engine tools (spawn actors, configure lighting, create
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# material instances, inspect Slate widgets, run automation tests) and is
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# user-extensible, so the exact surface depends on the project's enabled
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# toolsets. Leave default_enabled unset — the install-time probe lists whatever
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# the live editor exposes and pre-checks all of it; users prune from there.
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post_install: |
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This entry connects to Epic's official Unreal MCP plugin, which runs INSIDE
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the Unreal Editor. Before Hermes can connect:
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1. Open your project in Unreal Editor 5.8+.
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2. Edit > Plugins, search "Unreal MCP", enable it, restart the editor
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(the Toolset Registry dependency enables automatically).
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3. Edit > Editor Preferences > General > Model Context Protocol, turn on
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"Auto Start Server" (or run `ModelContextProtocol.StartServer` in the
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editor console). It binds to http://127.0.0.1:8000/mcp by default.
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Start Hermes AFTER the editor's server is running so the tools are probed.
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If you changed the port or URL path in Editor Preferences, update the url in
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mcp_servers.unreal-engine to match.
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Status: Epic ships this as EXPERIMENTAL. The server runs Tool calls serially
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on the engine game thread — avoid issuing overlapping calls.
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Re-run the tool checklist any time with:
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hermes mcp configure unreal-engine
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