BAIQISTUDIO
UE 5.5–5.8
UNREAL ENGINE · MCP SERVER v1.02

Give your AI agent a native seat in Unreal.

Baiqi MCP Kit connects coding agents to the Unreal Editor through a local, structured interface—so they can inspect, create, drive and verify real project state, then show the frame that proves it.

✓Native C++ editor integrationStreamable HTTP · MCP 2025-06-18
BAIQI / MCP SESSION CONNECTED
POST127.0.0.1:13777/mcp⌑
REQUEST01
"method": "tools/call",
"name": "get_blueprint_info",
"arguments": {
  "asset_path": "/Game/BP_Player"
}
EDITOR RESPONSESUCCESS ✓
{ }
Structured project contextBlueprint · variables · components · graphs
EDITOR-NATIVESESSION / ISOLATED
Agent request → editor action → verifiable result
LOCAL BY DEFAULT
✳ NATIVE C++ CORE
BUILT FOR REAL PROJECTSOne stable surface.
Four engine versions.
574editor tools
4UE versions · 5.5–5.8
10 / 11prompts · resources
0cloud dependency
WHY IT'S DIFFERENT

Beyond text.
Frames, assets, motion.

Five things this server does that a text-only agent cannot do alone — each backed by a tool you can call today.

01

Nine frames, one picture

take_pie_screenshots captures a series in Play-In-Editor and tiles it into one contact sheet — nine shots become a 3×3 grid with the per-frame pixel difference reported, so a walk cycle or an effect is judged from a single image.

PIECONTACT SHEETMOTION
02

Animation assets, authored

Create and edit sequences, montages, blend spaces, aim offsets, pose assets and AnimBlueprints — sections, slots, notifies, states and transitions — then compile and read them back.

ANIMATIONMONTAGEANIMBP
03

Previews you can look at

Mesh thumbnails, skeletal pose renders, Niagara frames, UMG and Blueprint snapshots, editor viewport and PIE captures — returned as files, optionally base64, so the agent sees what it made.

MESHPOSENIAGARA
04

Real input, real motion

pie_inject_input holds movement and look input on the PIE pawn through Enhanced Input actions, legacy axis keys or direct movement, so the character walks and plays its locomotion instead of being teleported into a pose.

ENHANCED INPUTWALKVERIFY
05

A closed loop by design

Write, read the value back, compile, capture, fix. Writes report what changed, validation is one call away, and the capture proves it — errors say what to change, and destructive tools can require approval.

WRITEREAD BACKPROVE
06

Any MCP client

One Streamable HTTP endpoint. Claude Code, OpenCode, DeepSeek Harness, Cursor, Windsurf, VS Code + Copilot, Cline or your own client — no per-client plugins to install.

MCPHTTPLOCAL
SEE WHAT IT MAKES

Proof, not promises.
Your agent shows its work.

Stop taking the model's word for it — look at the frame. On one call the server renders, captures and compares real output, so you judge the result with your eyes instead of a summary.

Nine frames of a character running in a live Play-In-Editor session
take_pie_screenshotsYour game, actually running.Nine frames of a live Play-In-Editor run — the agent plays it, then hands you the motion.
Rigged mannequin mesh with joints and named sockets highlighted
render_mesh_previewA rig you can inspect.Skeleton, joints and named sockets, drawn on demand.
A reload animation sampled into a three by three grid of poses
render_animation_poseEvery pose, frame by frame.Sample a montage across time as one contact sheet — spot the bad frame instantly.
A Niagara explosion rendered as a three by three time series
render_niagara_previewEffects, frozen and compared.Nine moments of a Niagara effect in a single image, so timing and shape are visible at a glance.
01 / THE PLATFORM

From editor state
to finished work.

Give agents reliable tools for the parts of Unreal work that demand context, careful edits and proof that the result is correct.

01

Understand the project

Query assets, actors, Blueprints, components, graphs and animation data as structured responses—not guesses from a screenshot.

INSPECTSEARCHTRACE
02

Make precise edits

Create editor-native assets, wire graph nodes, configure components and change project settings through explicit operations.

CREATEEDITCOMPILE
03

Verify before done

Read changes back, validate Blueprints and render graph or mesh previews in the same editor session.

VALIDATEPREVIEWMEASURE
04 / LOCAL-FIRST PRIVATE BY DEFAULT

Your project stays yours.

Requests connect to a loopback endpoint on the editor machine. No remote control plane and no project data sent to a cloud service.

↗
02 / ONE EDITOR SURFACE

Across the work,
not just one workflow.

Use the same MCP connection for inspection, authoring and validation across the editor.

01Blueprintsgraphs · variables · components
02World & actorslevels · transforms · settings
03Materialsgraphs · instances · textures
04Animationposes · rigs · sequences
05UI & inputUMG · widgets · Enhanced Input
06SimulationNiagara · PCG · physics
07AudioMetaSounds · cues · components
08GameplayGAS · AI · data · frameworks
03 / A TIGHT FEEDBACK LOOP

Ask. Act.
Inspect the result.

Baiqi MCP Kit gives an agent a dependable set of hands inside the editor. The agent stays in control of the decisions; the tools make each step explicit and observable.

01
Read only what matters

Fetch focused context for the next decision.

02
Apply a defined operation

Make an asset, graph or scene change with clear inputs.

03
Check the outcome

Compile, validate, query or render before proceeding.

THE REQUEST CYCLE LIVE IN EDITOR
01
AGENTplans
02
白
BAIQIexecutes
03
EDITORverifies
> tools/call compile_blueprint✓
04 / COMPATIBILITY

One source tree.
Four supported lanes.

The same stable tool surface across UE 5.5, 5.6, 5.7 and 5.8. Version differences are isolated in a compatibility layer.

ENGINEEDITOR BUILDSTATUSNOTES
5.5Unreal Engine
WIN64 · EDITOR VERIFIEDStable surface; newer-API tools are stubs here
5.6Unreal Engine
WIN64 · EDITOR VERIFIEDSame surface; version-specific editor APIs handled
5.7Unreal Engine
WIN64 · EDITOR VERIFIEDSame surface; unified animation database entries
5.8Unreal Engine
WIN64 · EDITOR CURRENTFull current tool surface
Same tool names and arguments across lanesNewer-API tools are stubs on older lanes and say so explicitly
05 / CONTROL & SECURITY

Local by design.
Guarded by choice.

Baiqi MCP Kit runs with the editor and listens on loopback by default (remote access is opt-in). Project owners can control destructive operations and sensitive capabilities.

Read the connection guide
⌂

Loopback by default

Endpoint defaults to 127.0.0.1:13777/mcp; requests stay local unless remote access is explicitly enabled (and can be token-protected).

01
◇

Protected rails

Read-only and destructive tools are classified, with configurable deny lists and protected paths.

02
✓

Editor approvals

High-risk actions can require a visible editor-side approval before they proceed.

03
↗

Session-aware MCP

JSON-RPC requests use the MCP session header returned during initialization.

04
06 / v1.02

Bring your project.
See what it can do.

Baiqi MCP Kit 1.02 ships as full C++ source for Unreal Engine 5.5–5.8, compiled by the editor on first load. Start with the installation guide, or browse the tool surface first.

CURRENT LINE 1.02 WIN64 EDITOR
CONNECTION DETAILS
TRANSPORTStreamable HTTP
ENDPOINThttp://127.0.0.1:13777/mcp
PROTOCOLMCP · 2025-06-18
Endpoint copied