Rekall UE

The AI-native MCP server
for Unreal Engine.

Give AI agents complete authoring access to UE 5.6, UE 5.7, and UE 5.8 Preview — Blueprints, materials, biome foliage, animation, levels, sequencer, and much more. Native C++. Zero bridges. In-process.

Get on FAB → Read the Docs
Rekall MCP Tools for Unreal Engine

Rekall MCP Tools for Unreal Engine

The AI-native MCP server for Unreal Engine.

Check it out on Product Hunt →
797
Editor Capabilities
C++
Native Performance
UE 5.8
Supported
0
External Dependencies

How it works

Three steps to an AI that builds.

1

Install from FAB

Add Rekall UE to your UE 5.6, UE 5.7, or UE 5.8 project from the FAB marketplace. Enable the plugin and restart the editor. The MCP server starts automatically.

2

Connect your AI agent

Add a single entry to your agent's MCP config pointing to 127.0.0.1:30080. Rekall supports stateless official MCP V2 2026-07-28 and existing legacy MCP clients concurrently. Claude Code, Cursor, and Windsurf all work out of the box.

3

Build

Describe what you want. Your AI agent creates Blueprint classes, wires material graphs, sets up animation state machines, and more — without you touching the editor.

Capabilities

Everything your AI agent needs to build.

The current 797-tool surface covers full editor authoring workflows, including authoritative Data Validation and Map Check diagnostics, complete StateTree authoring and compilation, verified MVVM persistence, idempotent operation receipts, asset cost and save budgets, safe instanced-subobject creation, and the existing Blueprint, material, level, PCG, animation, Slate, log, and reflection surfaces.

⬡

Blueprint & Graph Authoring

Create classes, components, variables, functions, interfaces, macros, and complete event graphs. Inspect graph intent with Blueprint intent validation aliases, repair pins, compile, save, validate behavior, and recover cleanly through structured MCP dispatcher errors.

◈

Materials, Cloning & Shaders

Build master materials, clone Engine or plugin materials into project content, override parameters, wire expression graphs, export/import legal graph structure, and manage MPCs.

⬢

Vehicles & Driving Games

Author simple raycast-suspension cars and trucks, full Chaos wheeled vehicles, wheel classes, movement tuning, engine and transmission setup, first-person cameras, play-start pawns, and drivable PIE checks.

◎

Water, Boats & Buoyancy

Create or reuse WaterBody oceans and rivers, configure collision profiles and waves, clone water materials, and tune real Water buoyancy with reusable stability presets.

▣

Physics, Collision & Simulation

Set simulation, mass, damping, gravity, collision profiles, simple mesh collision, physics assets, constraints, destructible geometry, overlap validation, and blocker diagnostics.

✦

Terrain Graph, PCG & Foliage

Use the built-in terrain graph, biome authoring, landscape grass, foliage types, procedural foliage spawners, PCG authoring with pcg_list_node_types and pcg_get_graph_schema, reusable PCG graph primitives through pcg_list_primitives and pcg_spawn_graph_instance, PCG volumes, splat maps, erosion, and Landscape application tools.

⚡

World Building & Level Systems

Spawn actors, author semantic geometry assemblies, run curated scene macros, create clean example levels under /Game/MacrosAndExamples, inspect scene bounds, build navmesh, create splines, use generic procedural layout tools such as layout_create_corridor_network, layout_subdivide_parcels, and layout_spawn_massing, manage sublevels, data layers, and World Partition.

▶

UI, HUDs & Menus

Create Widget Blueprints, scaffold HUDs from specs, bind text and events to Blueprint logic, add menu surfaces, and author UMG animations with keyframes.

⇄

Animation, IK & Motion Matching

Author Animation Blueprints, state machines, blend spaces, montages, notifies, IK Rig goals, retarget chains, Pose Search databases, and Motion Matching setup.

⊞

Gameplay, AI & Save Systems

Compose reusable counters, trigger volumes, overlap effects, actor roles, GameMode and pawn setup, Behavior Trees, EQS, StateTree, Gameplay Ability System assets, SaveGame data, and subsystem classes.

⊙

Sequencer, Cameras & Cinematics

Create Level Sequences, bind actors, add camera cuts, place transform, animation, and event keyframes, configure camera components, and validate player-facing views.

⛰

Networking & Multiplayer

Configure actor and function replication, roles, dormancy, session helpers, server travel, multiplayer-safe gameplay patterns, and network review guidance.

◆

Data, Input & Messaging

Create DataTables, Data Assets, UserDefinedStructs, UserDefinedEnums, Enhanced Input actions and mappings, Gameplay Message Router listeners, and input behavior diagnostics.

◉

Assets, Import & 3D Generation

Import assets, inspect textures and meshes, organize content, discover Bridge/Fab cache assets, run Gen3D image workflows with Tripo or Meshy, auto-rig supported humanoids, and create explicit procedural SkeletalMesh rigs.

✦

VFX, Audio & Presentation

Create Niagara systems and emitters with Niagara authoring tools, expose runtime parameters, control playback, author sound cues, configure audio assets, decals, reflection captures, lights, atmosphere, and polish passes.

⌕

Agent QA & PIE Validation

Run PIE-focused checks, inject commands, verify drivable pawns, inspect screenshots and camera views, surface warnings, and return structured failure hints agents can act on.

›

Prompt Agent Panel

The Prompt Agent opens automatically after the Level Editor is ready, with a per-user startup opt-out. Launch OpenAI Codex, Claude (CLI), Claude API, Kimi, Ollama via Codex, Direct Ollama, or a custom command from Unreal with project context, a context profile selector, a bottom-pinned prompt composer, a normalized live log pane, saved run bundles under Saved/Rekall/AgentRuns, and a live Rekall MCP tool activity feed. Panel-launched Codex sessions connect to Rekall automatically, so the visible prompt can stay focused on the Unreal task. Each context.json includes context_attachments and recommended_toolsets for Selected Context, Blueprint Authoring, World / Level, or Full Discovery runs.

OpenAI Codex and Claude (CLI) use their installed programs and existing CLI sign-in. Claude API is separate and uses an Anthropic API key configured under Project Settings; it offers exactly three gateway tools: agent_context_snapshot, rekall_search_tools, and rekall_call_tool. Stop interrupts a CLI turn or cancels an API request. Claude API does not fall back to Claude (CLI), and missing authentication is reported instead. External CLI agents use their own Rekall MCP clients; Direct Ollama uses its native /api/chat tool loop.

All provider runs create prompt.md, context.json, and agent.log. No provider currently generates run.ps1 or a PowerShell script. Command providers launch their executables directly via CreateProc. Claude API uses direct HTTPS; Direct Ollama uses its native HTTP endpoint.

For the integrated Claude (CLI), OpenAI Codex, and Claude API paths, agent.log is the normalized, sanitized visible transcript and status log. Generic custom-command, Kimi, and other raw command output is user/provider-controlled and is not covered by that sanitization guarantee. Codex raw protocol traffic is not stored verbatim. Codex runs may include protocol.log; protocol.log contains only fail-closed, fixed-schema lifecycle metadata.

[agent.timing prompt/send] is generally recorded at provider handoff. [agent.timing initialize/send] is provider-specific and appears only for a separate initialization exchange. [agent.timing first_tool_call/observed] appears only when a tool call occurs.

☉

Guide Tools, Review Packs & Authoring Sessions

Use built-in workflow guides, authoring sessions, cleanup summaries, and 22+ review packs for Blueprint quality, performance, networking, AI, UI, packaging, architecture, and more.

↺

Change Tracking & Rollback

Mutating tools automatically record durable package changes, capture preimage snapshots under Saved/Rekall/ChangeTracking, show asset history in the Rekall panel, and can roll package-backed assets back when a change needs to be undone.

📷

Vision, UI Automation & Console Introspection

Capture annotated viewport screenshots with actor bounding boxes for vision models, capture rich viewport images with world-space grid and actor bounds, export asset thumbnails, inspect and drive Slate widgets, inject keystrokes, read or set cvars and log verbosity, and author MVVM ViewModel bindings — all through MCP.

⚈

MVVM Binding Authoring

Create ViewModel Blueprints, add FieldNotify properties, register ViewModels on Widget Blueprints, and wire one-way property bindings between ViewModels, widgets, and self-context for data-driven UIs.

See it in action

Watch Rekall UE build.

Video walkthroughs of real AI-authored game sessions — from blank project to working game systems, live in the editor.

Compatible with

Works with any MCP-enabled AI assistant.

Rekall UE speaks the Model Context Protocol. If your agent supports MCP, it works.

Claude Code
OpenAI Codex
Kimi
Ollama
Cursor
Windsurf
Any MCP-compatible agent

Kimi + Rekall MCP tools

A lower-cost model with serious Unreal tooling.

Kimi is often much cheaper than Claude and other frontier models, and it works beautifully with the Rekall MCP tools for Unreal Engine. Connect it through MCP and it can inspect, author, and modify Unreal projects through the same rich tool surface.

The screenshot shows Kimi realizing just how much Unreal Engine capability it now has available.

Kimi describing the Rekall MCP tools available for Unreal Engine
Kimi reacting to the Rekall MCP tools for Unreal Engine.

Release notes

Latest Rekall UE release.

The full changelog now lives on a dedicated release notes page so the product page stays easier to scan.

1.0.1.145 September 3, 2026

Tool search returns the tool you asked for.

This release makes tool search insensitive to phrasing, teaches it the plugin's own shorthand so "blueprint" finds the bp_ tools, and makes a direct tool outrank a specialised variant of it. It also fixes three searches that named an actively wrong tool, documents every MCP tool argument, and repairs three tools whose schemas advertised no arguments at all.

Read all release notes

Ready to let AI help build
your Unreal project?

Get Rekall UE on the FAB marketplace and connect your AI agent in minutes.

Get Rekall UE on FAB →