MCP Tutorial Series

Model Context Protocol (MCP) lets an AI agent - Claude Code, Cursor, VS Code Copilot, Gemini, or Codex - talk to your open Unreal Editor over a small local server. The agent can read your source, query the Asset Registry, inspect a running Play-In-Editor session, and call tools you expose. This series takes you from never heard of MCP to my agent is driving my project and I have written my own tool.

Every lesson is paired with a short screencast script - see Video Walkthroughs - so you can read it, watch it, or both. Follow the parts in order; each one builds on the last.

What you will build

PartYou will learnEnd result
Part 1 - MCP FundamentalsWhat MCP is, how to start Unreal's built-in MCP server, and how to connect any agent.An agent that can read files and list plugins in your project.
Part 2 - The Crimson ToolsetsHow to switch on the Crimson MCP layer and drive a live game session with it.An agent that inspects and changes a running PIE session through Crimson tools.
Part 3 - Author Your OwnHow to write and register a UToolsetDefinition with your own AI-callable tools.A custom tool your agent can discover and call.
Requires two experimental engine plugins
MCP is powered by Epic's ModelContextProtocol and ToolsetRegistry plugins, both marked Experimental in UE 5.8 and both off by default. Part 1 turns them on. If your project already has any Crimson plugin installed, they are pulled in for you - you just need to enable them.
This is the tutorial - the reference lives elsewhere
These pages walk you through the flow once, in order. For the exhaustive lookup - every setting, every tool, the full toolset inventory - use CrimsonEditorUtilities -> API Reference and CrimsonCommon -> Concept: How Crimson MCP Works. This series links to them as you go.