U UnrealOS
Unreal Engine

Editor connection

Understand the UnrealOS plugin boundary, enrollment, heartbeats, and native MCP.

What connects to what

The UnrealOS plugin communicates with the Control Plane over authenticated HTTPS for enrollment, heartbeats, provider requests, and operation status. Unreal Engine’s native MCP endpoint remains local to the editor. External agents connect to the editor’s MCP endpoint; the website does not expose the editor to the public internet.

  • Control Plane: identity, policy, credentials, queues, and visibility.
  • Editor: Unreal object access, asset mutations, tool registration, and local state.
  • Native MCP: the local agent-to-editor interface managed by Unreal Engine.

Enrollment

A project administrator creates a one-time enrollment code bound to a project and environment. The plugin exchanges it for a device credential, and the code becomes unusable. Store the resulting credential in the operating system’s secure credential store and revoke it from the project when the machine is retired.

  • Codes expire quickly and are never stored in plaintext.
  • Device tokens are short-lived and revocable.
  • Heartbeats report plugin, engine, map, MCP, and toolset health. The Control Plane stores the latest tool count and MCP availability for workspace visibility, while detailed tool safety metadata stays in the editor capability manifest.

Connection checklist

If an editor is not visible, confirm that the plugin is enabled, the configured backend URL is reachable over HTTPS, the code belongs to the intended environment, and the local editor clock is accurate. Then inspect the project device list and the API health endpoint.