{"repo":"winyunq/UnrealMotionGraphicsMCP","free":true,"listed":false,"github":"https://github.com/winyunq/UnrealMotionGraphicsMCP","clone":"git clone https://github.com/winyunq/UnrealMotionGraphicsMCP.git","description":"🚀 UE5-UMG-MCP: A deep-focused MCP for Unreal Engine UMG layout. Designed to maximize AI efficiency within limited context windows by prioritizing precision in UI structure, animations, and blueprint integration.","language":"C++","stars":190,"topics":["agent","mcp-server","umg","unreal","ai","automation","gamedev","git","mcp","ue5"],"license":"MIT","category":"mcp-servers","readme_excerpt":"中文版 UMG MCP for Unreal Engine 5.8 Build, inspect, refactor, and version UMG UI through AI agents and MCP tools. Web Manual · Install · MCP Client · Fab Marketplace · Discord --- UMG MCP turns Unreal Editor UMG work into explicit, reviewable tool calls. An AI agent can create widgets, update layout, wire Blueprint logic, edit materials, drive UMG animation, and round-trip UI files through JSON instead of relying on screenshots or fragile click automation. The README is the front door. The step-by-step tutorials live in the deployed documentation site: Start here Open the web manual Repository copy Document/index.html and Document/index zh.html Why It Exists Problem in normal AI UI work UMG MCP approach --- --- Agents guess from screenshots Agents read the actual widget tree, slots, properties, materials, and graph state UI edits are hard to diff UMG can be exported, patched, and re-applied as structured JSON Blueprint wiring is click-heavy BlueCode and MCP commands create nodes, pins, references, and links directly Long chat history wastes context Fab edition adds production packaging and context-management work for larger sessions Blueprint API Status (Transitional) BlueCode now separates attention-compressed semantic reads from round-trip/debug evidence. Union writes support graph revisions, source maps, dry-run plans, LCS right-anchor insertion, safe append, and rollback on failure. It is still transitional: complete structured CFG recovery and editing for nested branches, ","default_branch":null,"files":null,"tree":[],"storefront":"/r/winyunq","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/winyunq/UnrealMotionGraphicsMCP/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}