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Unreal Engine 5.8 includes an MCP server that lets a coding agent inspect and edit a project in the Unreal Editor. Pair it with the Gameface MCP server and the agent can work on both the UI and implementation tasks in a Gameface project : changing the Unreal project and checking the page Gameface renders.

This guide walks through connecting the servers, the kinds of UI work they support, and how to check the result in the game.

The servers give the agent access to different parts of your workflow:

Unreal MCPGameface MCP
Runs inThe Unreal EditorA Node.js process that connects to the Gameface Player
Lets the agentInspect and edit UMG widgets, Blueprints, assets, and levels; start Play-In-Editor; read the output logRead the Gameface console; inspect the DOM and styles; take screenshots; check layout
Helps answerWhat is in the project?What did Gameface actually render?

With only Unreal MCP, the agent can change project files but cannot inspect the rendered Gameface page. With only Gameface MCP, it can inspect the page but cannot edit Unreal assets. With both connected, it can make a change, run the UI, and use the console and page inspection tools to find problems.

  1. In Unreal, open Edit > Plugins, enable Model Context Protocol, Editor Toolset, and UMG Toolset, then restart the editor.

  2. Open Editor Preferences > Model Context Protocol. Turn on Auto Start Server and Enable Tool Search, and keep the default address: http://127.0.0.1:8000/mcp.

  3. Follow Setting up the MCP Server if you haven’t already.

  4. Create the configuration file in the Unreal project folder, beside the .uproject file. It only needs the Unreal entry. The gameface entry comes from the Gameface MCP install; if your agent doesn’t have it yet, see Client Configuration.

    .mcp.json
    {
    "mcpServers": {
    "unreal-mcp": {
    "type": "http",
    "url": "http://127.0.0.1:8000/mcp"
    }
    }
    }
  5. Start the Unreal Editor, then ask the agent:

    List the Unreal MCP toolsets, then launch the Gameface Player and take a screenshot.

    The agent should return a list of Unreal toolsets and an actual screenshot from the Player. If it only describes what it expects the screen to look like, the Gameface server is not connected to the Player.

With both servers connected, an agent can help with several parts of a Gameface UI workflow. These examples show what to ask for and what to check afterward.

Example HUD created by the agent in UMG

The in-game HUD built this way: minimap, objective, nameplate, crosshair, health and armor, weapon slots and ammo, all bound to C++ data

To recreate a UMG screen in Gameface, the agent reads the widget tree and builds a matching page with HTML, CSS, and JavaScript.

It can keep the original UMG widget, load the Gameface page from your HUD and switch between the two versions as needed. Keeping the UMG screen gives you a reference and lets you repeat the conversion if the design changes.

For example, ask:

Convert WBP_HUD into a Gameface UI and load it from the level’s Gameface HUD. Keep the original UMG widget unchanged.

For values that change during play, such as health, ammunition, and nameplate positions, the agent can add C++ data models and bind them to the page. Gameface then updates the UI as the game state changes.

For example, ask:

Add nameplates for the five players in the level. Bind each player’s name and health from C++, and show the health bar in green, yellow, or red based on its value.

For a settings screen with sliders, dropdowns, scrolling lists, or key bindings, the agent can use components from the Gameface UI library instead of building each control from scratch.

For example, ask:

Rebuild the settings menu with Gameface UI. Keep the same C++ models and events.

The pause menu's settings page in the running game, built with Gameface UI accordions, dropdowns, checkboxes, a number input and sliders

The inventory page in the running game, showing items, categories and item details from the game's C++ inventory model

Check the work in three places, from quickest to most representative:

  1. The Gameface Player: Check layout and basic interactions quickly.
  2. The Play-In-Editor output log: Look for JavaScript errors and Gameface warnings from the running game.
  3. The in-game view: Connect Gameface MCP to the inspector port shown in the editor’s output log. This lets the agent inspect the page with real game data.

For example, ask:

Start Play-In-Editor, open the settings menu, and check the log for Gameface errors.

  • Ask for evidence. Request a screenshot, console output, or relevant log lines rather than relying on a claim that the change works.
  • Avoid desktop capture and simulated key presses. They act on whichever window has focus and may affect the wrong application.
  • Test the controls yourself. The agent can check that a menu appears and its data is present, but it cannot judge whether the controls feel right during play.