Rekall UE

The AI-native MCP server
for Unreal Engine.

Give AI agents complete authoring access to 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 →
727
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 5.7 or UE 5.8 Preview 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. 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 727-tool surface covers full editor authoring workflows: assets, gameplay, vehicles, water, terrain, bounds-aware actor placement, structured PIE validation, packaging, curated examples, procedural skeletal meshes, Gen3D image workflows, optional package change tracking, batch actor and physics operations, and agent guidance.

Blueprint & Graph Authoring

Create classes, components, variables, functions, interfaces, macros, and complete event graphs. Inspect graph intent, repair pins, compile, save, and validate behavior.

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 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, 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, generate Static Meshes 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

Launch OpenAI Codex, Claude, 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 visible live log pane, saved run bundles under Saved/Rekall/AgentRuns, auto-refreshed stdout/stderr from agent.log, and a live Rekall MCP tool activity feed. Each context.json includes context_attachments and recommended_toolsets for Selected Context, Blueprint Authoring, World / Level, or Full Discovery runs. Rekall does not proxy tool calls for external agents; those agents are prompted to start with agent_context_snapshot and use Rekall MCP tools directly. Direct Ollama bypasses Codex and uses Ollama's native /api/chat tool-calling loop with compact Rekall routing tools.

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.

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.

1.0.1.104 June 15, 2026

Structured PIE preflight, Blueprint/input recovery, and batch authoring helpers.

This release expands Rekall to 727 tools and makes agent-driven Unreal authoring less brittle: PIE preflight now returns structured MCP errors for Blueprint compile and unsaved package blockers, dirty assets can be saved explicitly, Blueprint and Enhanced Input workflows give clearer repair paths, and the refreshed packages cover UE 5.6, UE 5.7, and UE 5.8 Preview source uploads.

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 →