Unreal MCP, the Model Context Protocol (MCP) plugin that shipped with UE 5.8, is now available in Unreal Editor for Fortnite (UEFN).
UEFN embeds an MCP server inside the editor, so agentic coding tools such as Claude Code, Codex, or Cursor can work with you, lowering the technical friction and enabling you to build faster and iterate more. This includes providing capabilities for writing and compiling Verse, placing and configuring devices, creating Scene Graph entities, building UI with UMG, and running play sessions to test the results.
Everything an agent makes is a real, editable part of your project, which means Verse files you can open, devices you can tune in the Details panel, and entities you can select in the outliner. MCP is an open standard, so any agentic coding tool that supports it can connect locally and help you develop your experiences in UEFN.
This release of Unreal MCP ships with toolsets built specifically for UEFN, delivered through the same Toolset Registry that powers Unreal MCP in UE 5.8. Not all toolsets available in UE 5.8 are compatible with UEFN but we'll continue adding more UEFN features as we unify development streams on the road to UE6.
Here's a look at what’s now available in UEFN:
Write and iterate on Verse code
Agents connected through Unreal MCP can read, write, and compile the Verse files in your project. Describe the mechanic you want ("add a log message when the round starts, then compile and tell me if it built") and the agent writes the code, kicks off the compile, and reports back on the result. It can also search across your Verse files, explain unfamiliar code, and keep iterating on compile errors until the build is green. Verse file operations are confined to your project, so an agent only ever touches your own files.
Add and edit devices
Agents can browse the device catalog, place Creative or Verse devices in your level, and edit their properties. Describe the outcome you want (for example, "set off fireworks when someone crosses the finish line") and the agent picks the VFX Spawner, places it, and configures the effect and trigger settings you'd normally set in the Details panel.
Create and edit Scene Graph entities
Working with Scene Graph, agents can create entities, add components to them, and edit their transforms and properties. You can prompt the agent with: "Create an entity at the origin and give it a mesh component. Now move it up 500 units." You can also ask an agent to inventory what's already there: every entity in the level and the components on each one. That's useful when you or the agent need to get your bearings within a project.
Start, stop, and debug play sessions
Agents can launch a play session, check that it's connected, and stop it when you're done. Change some Verse mid-session, and the agent can push just the Verse changes to the running session. And if a session won't start, ask the agent to check the client log and tell you why.
Each of these workflows works on its own, but they're built to chain together: ask an agent to write the Verse, wire up the devices, then start a session and check the log to confirm it all works.
Getting started
Unreal MCP is built into UEFN, so there's no separate plugin to install. To get started, enable UEFN MCP toolset under beta access in your project settings, then generate the configuration that connects your agentic coding tool of choice to the editor. For full setup and configuration details, see the Unreal MCP in UEFN documentation.
Unreal MCP in UEFN is in beta, so expect some rough edges and more capabilities on the way. Give it a spin, and let us know what you build and what you want agents to do next.
Want to see it in action? Join Magnus Enebakk for the Creating in Fortnite livestream on August 21 at 2PM ET, where we'll walk through MCP in UEFN.