An MCP server made for
Unreal Engine graphs.
Connect Claude, Cursor, or any MCP client to GraphDeck and your AI assistant gets a real node canvas to work on: it builds Unreal Engine Blueprints and Materials live while you watch, validates its own output, teaches you how graphs work, and deploys to your project only with your approval.
Pick a path, watch it build
Prompt copied to clipboard
Paste this into the AI of your choice
Press Ctrl+V to paste the AI response
{
"nodes": [
{ "id": 1, "type": "Event ActorBeginOverlap" },
{ "id": 2, "type": "Cast To BP_PlayerCharacter" },
{ "id": 3, "type": "Timeline", "name": "DoorSlide" },
…12 more nodes…
],
"connections": [ ["1","2"], ["2","3"], … ]
}Prompt copied to clipboard
Paste into your AI assistant
Press Ctrl+V to paste the AI response
{
"nodes": [
{ "id": 1, "type": "Event ActorBeginOverlap" },
{ "id": 2, "type": "Cast To BP_PlayerCharacter" },
{ "id": 3, "type": "Timeline", "name": "DoorSlide" },
…12 more nodes…
],
"connections": [ ["1","2"], ["2","3"], … ]
}Generating blueprint...
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Prompt copied to clipboard
Paste this into the AI of your choice
Press Ctrl+V to paste the AI response
{
"nodes": [
{ "id": 1, "type": "TextureCoordinate" },
{ "id": 2, "type": "Panner", "speedX": 0.05 },
{ "id": 3, "type": "TextureSample", "texture": "Noise_Tileable" },
…7 more nodes…
],
"result": { "BaseColor": "@6", "EmissiveColor": "@8" }
}Prompt copied to clipboard
Paste into your AI assistant
Press Ctrl+V to paste the AI response
{
"nodes": [
{ "id": 1, "type": "TextureCoordinate" },
{ "id": 2, "type": "Panner", "speedX": 0.05 },
{ "id": 3, "type": "TextureSample", "texture": "Noise_Tileable" },
…7 more nodes…
],
"result": { "BaseColor": "@6", "EmissiveColor": "@8" }
}Generating material...
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Prompt copied to clipboard
Paste this into the AI of your choice
Press Ctrl+V to paste the AI response
{
"widgetTree": { "Canvas_Root": [ "VBox_Main",
"Txt_Title", "Prg_Health", "HBox_Buttons" ] },
"eventGraph": { "nodes": [
{ "id": 1, "event": "On Clicked", "widget": "Btn_Heal" },
{ "id": 2, "call": "Set Percent", "target": "Prg_Health" },
…
] }
}Prompt copied to clipboard
Paste into your AI assistant
Press Ctrl+V to paste the AI response
{
"widgetTree": { "Canvas_Root": [ "VBox_Main",
"Txt_Title", "Prg_Health", "HBox_Buttons" ] },
"eventGraph": { "nodes": [
{ "id": 1, "event": "On Clicked", "widget": "Btn_Heal" },
{ "id": 2, "call": "Set Percent", "target": "Prg_Health" },
…
] }
}Generating widget...
Cancel
Let your AI assistant use GraphDeck Best way
MCP server, built inConnect an assistant like Claude and it drives the whole workflow: it builds graphs live on your canvas, looks things up in your library, and checks its own work against GraphDeck's validation. With the Connector plugin it reaches into Unreal too - pull Blueprints and Materials in, deploy back, compile and verify. You approve anything that touches your library or your project, and Ctrl+Z undoes any build.
Copy-prompt workflow
No API key neededGraphDeck builds a detailed prompt for you. Copy it, paste into whatever AI you already use (ChatGPT, Claude, Gemini), and paste the response back - GraphDeck turns it into a wired, validated graph.
GraphDeck Gems
No API key neededPre-built Gemini Gems: custom AIs that already know every node, pin type, and syntax rule for each mode. Copy a short prompt, paste it in, copy the response back. Same clipboard flow, better results.
Direct API key
OptionalPlug in your own API key from Anthropic or OpenAI and generate directly inside GraphDeck. Faster if you're doing a lot of generation, and the cost per graph is fractions of a penny.
Four ways to bring your AI - the MCP path shows Claude driving the canvas over the built-in server.
A canvas, not a text dump
Most AI-to-Unreal setups make the assistant describe nodes in text, or poke at your project files directly. GraphDeck's MCP server gives it a proper staging ground instead.
Build graphs live
The assistant generates Blueprints, Materials, and Widgets straight onto the canvas while you watch. Every build is one Ctrl+Z away from gone.
Check its own work
It verifies node names against the real UE node library before using them, and runs every build through GraphDeck's validation pipeline: wrong pins and broken wiring get caught and fixed before you ever see them.
Teach on the canvas
Ask it to explain a graph and it draws the lesson: rings, arrows, and step-by-step walkthroughs anchored to the actual nodes, with the camera gliding between them.
Use your library
It can search your saved graphs and reference material, open files, and build on what you've already made instead of starting cold.
Deploy to Unreal
With the free Connector plugin, the assistant can send a finished graph into your project as a compiled asset - and then compile-check it in the editor to prove it works.
Stay approved
Anything that touches your library or your Unreal project asks first. The assistant proposes; you approve.
A staging ground, not a scalpel
AI mistakes land on a canvas, not in your .uassets
MCP servers that live inside the Unreal editor hand the assistant your actual project. That's powerful, and sometimes exactly what you want - but it means every AI mistake happens in the real thing. GraphDeck keeps generation, iteration, and teaching on a separate canvas. Your project only changes at one explicit moment: when you deploy.
It works with Unreal's own MCP, not against it
Unreal Engine 5.8 ships a built-in MCP server, and the GraphDeck Connector plugin registers its tools with it (with its own local endpoint on older engine versions). That gives an assistant the full round trip: build and validate in GraphDeck, deploy, then compile and verify inside Unreal.
Localhost only
The MCP server runs on your machine and talks to clients locally. No cloud relay, no account, no telemetry from the MCP surface.
Connected in about a minute
Turn it on under Settings → MCP Server. GraphDeck shows the exact local address your client needs, and you pick which capability groups the assistant gets.
Claude Code, Claude Desktop, Cursor, VS Code, or anything else that speaks MCP. The docs have copy-paste config for each.
"Build me a door that opens on overlap." The assistant builds it on the canvas, validates it, and waits for your verdict.
Common questions
What is an MCP server for Unreal Engine?
MCP (Model Context Protocol) is the open standard AI assistants use to control other software through tools. GraphDeck ships a built-in MCP server, so an assistant like Claude can build, validate, explain, and deploy Unreal Engine Blueprints and Materials through GraphDeck's canvas.
Which clients work?
Any MCP client: Claude Code, Claude Desktop, Cursor, VS Code, and others. If it speaks MCP, it can drive GraphDeck.
Can the AI break my Unreal project?
The AI works on GraphDeck's canvas, outside your project. Deploys are explicit and approved by you, canvas builds undo with Ctrl+Z, and deployed assets are standard Unreal assets you can open, inspect, and compile like anything built by hand.
Is it free?
Yes. The MCP server ships in both GraphDeck Free and Pro, and the Connector plugin is free.
Do I need the Connector plugin?
No. Without it, the assistant builds and validates on the canvas and you paste the result into Unreal via native clipboard export. The Connector adds one-click deploy and the in-editor verification tools.