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Built for the Claude Code community with Claude Code by @mertduzgun

Independent project, not affiliated with Anthropic

Unreal Engine Mcp

chir24/unreal_mcp
69923 toolsSTDIOregistry active
Summary

Bridges Claude to Unreal Engine 5 through a native C++ plugin that exposes 17 automation tools over a local GraphQL endpoint. You get asset operations (import, duplicate, rename), actor spawning and transforms, PIE session control, Sequencer timeline manipulation, and Niagara particle authoring. The plugin runs inside UE's editor process on port 8091 by default, handling Blueprint graphs, animation state machines, level streaming, and console command execution with safety blocks. Ships as an npm package that talks to the C++ bridge you drop into your project's Plugins folder. Aimed at developers automating repetitive editor tasks or prototyping game logic conversationally instead of clicking through menus. Supports UE 5.0 through 5.7 with graceful degradation when the editor isn't running.

Install to Claude Code

verified
claude mcp add unreal-engine-mcp --env LOG_LEVEL=YOUR_LOG_LEVEL --env MCP_ROUTE_STDOUT_LOGS=YOUR_MCP_ROUTE_STDOUT_LOGS --env UE_PROJECT_PATH=YOUR_UE_PROJECT_PATH --env UE_EDITOR_EXE=YOUR_UE_EDITOR_EXE --env UE_SCREENSHOT_DIR=YOUR_UE_SCREENSHOT_DIR --env MCP_AUTOMATION_PORT=YOUR_MCP_AUTOMATION_PORT --env MCP_AUTOMATION_HOST=YOUR_MCP_AUTOMATION_HOST --env MCP_AUTOMATION_ALLOW_NON_LOOPBACK=YOUR_MCP_AUTOMATION_ALLOW_NON_LOOPBACK --env MCP_AUTOMATION_CLIENT_MODE=YOUR_MCP_AUTOMATION_CLIENT_MODE --env MCP_AUTOMATION_USE_TLS=YOUR_MCP_AUTOMATION_USE_TLS --env MCP_CONNECTION_TIMEOUT_MS=YOUR_MCP_CONNECTION_TIMEOUT_MS --env MCP_REQUEST_TIMEOUT_MS=YOUR_MCP_REQUEST_TIMEOUT_MS --env MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE=YOUR_MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE --env MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE=YOUR_MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE -- npx -y unreal-engine-mcp-server

Run in your terminal. Replace YOUR_* placeholders with real values; add --scope user to install for every project.

Review the command, arguments, and environment values before installing — MCP servers run with your local permissions.

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Monitor with ease. Code with confidence.
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CodeRabbit
CodeRabbit
AI writes the code. CodeRabbit catches the slop.
Try For Free →
Keep your Mac awake
Keep your Mac awake
Keep your Mac awake while Claude Code and 40+ AI agents run. Sleeps when they're idle.
One time payment $9 →
Context.devContext.dev
Context.dev
Integrate web data into your AI product. One API to scrape website & brand data.
Get API Key Now →
Make your agent a DeFi expert
Make your agent a DeFi expert
Agent, run crypto. Access onchain data & trade routes via 1inch.
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Make money from your Skills
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On Capafy, your Skill runs online 24/7 as an agent product, and you get paid every time someone uses it.
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Tools

Verified live against the running server on Jun 10, 2026.

verified live23 tools
manage_toolsDynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: tools, category, params.4 params

Dynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: tools, category, params.

Parameters* required
toolsarray
Tool names to enable/disable
action*string
list_tools: show canonical tools with status. list_categories: show category counts. enable/disable_tools: toggle specific tools. enable/disable_category: toggle category. get_status: current state. reset: restore defaults.one of list_tools · list_categories · enable_tools · disable_tools · enable_category · disable_category
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
categorystring
Category name to enable/disable (core, world, gameplay, utility, all)
manage_assetCreate/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, pa...123 params

Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, pa...

Parameters* required
xnumber
ynumber
tagstring
Name of the tag.
codestring
namestring
Name identifier.
pathstring
Path to a directory.
posXnumber
posYnumber
saveboolean
Save the asset(s) after the operation.
tagsarray
typestring
depthnumber
forceboolean
gammanumber
groupstring
limitnumber
pathsarray
scalenumber
speednumber
valuevalue
Generic value (any type).
widthnumber
action*string
Action to performone of list · import · duplicate · duplicate_asset · rename · rename_asset
amountnumber
constAnumber
constBnumber
domainstring
endPinstring
Name of the pin.
formatstring
heightnumber
inputsarray
layersarray
levelsnumber
nodeIdstring
ID of the node.
offsetnumber
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
prefixstring
radiusnumber
speedXnumber
speedYnumber
suffixstring
channelstring
inBlacknumber
inWhitenumber
lodBiasnumber
newNamestring
New name for renaming.
nodeIdsarray
octavesnumber
opacitynumber
patternstring
pinNamestring
Name of the pin.
samplesnumber
uTilingnumber
vTilingnumber
lodCountnumber
maxDepthnumber
meshPathstring
Mesh asset path.
metadataobject
newWidthnumber
nodeTypestring
strengthnumber
twoSidedboolean
assetPathstring
Asset path (e.g., /Game/Path/Asset).
blendModestring
blendTypestring
directionstring
directorystring
Path to a directory.
inputNamestring
Name of the pin.
inputTypestring
layerNamestring
newHeightnumber
operationstring
overwriteboolean
Overwrite if the asset/file already exists.
recursiveboolean
sourcePinstring
Name of the source pin.
targetPinstring
Name of the target pin.
assetPathsarray
classNamesarray
downstreamboolean
folderPathstring
Path to a directory.
outputTypestring
redTexturestring
Texture asset path.
reportTypestring
searchTextstring
sourcePathstring
Source path for import/move/copy.
baseTexturestring
Texture asset path.
blueTexturestring
Texture asset path.
curvePointsarray
descriptionstring
neverStreamboolean
orphansOnlyboolean
replaceTextstring
replacementstring
startNodeIdstring
ID of the node.
texturePathstring
Texture asset path.
blendTexturestring
Texture asset path.
defaultValuevalue
Generic value (any type).
filterMethodstring
functionPathstring
Asset path (e.g., /Game/Path/Asset).
greenTexturestring
Texture asset path.
instancePathstring
Asset path (e.g., /Game/Path/Asset).
materialPathstring
Material asset path.
packagePathsarray
shadingModelstring
sourceNodeIdstring
ID of the source node.
targetNodeIdstring
ID of the target node.
textureGroupstring
checkoutFilesboolean
directoryPathstring
Path to a directory.
parameterNamestring
Name of the parameter.
parameterTypestring
sourceTexturestring
Texture asset path.
materialDomainstring
parentMaterialstring
Material asset path.
recursivePathsboolean
coordinateIndexnumber
destinationPathstring
Destination path for move/copy.
fixupRedirectorsboolean
recursiveClassesboolean
showConfirmationboolean
additionalOutputsarray
streamingPrioritynumber
compressionSettingsstring
virtualTextureStreamingboolean
manage_blueprintCreate Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprin...147 params

Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprin...

Parameters* required
xnumber
ynumber
namestring
Name identifier.
pathstring
Directory path for asset creation.
posXnumber
posYnumber
sizenumber
textstring
Text content.
timenumber
Keyframe time.
anglenumber
Angle in degrees.
deltanumber
Spinbox increment.
scalearray
shearobject
Render shear.
titlestring
valuevalue
Generic value (any type).
widthnumber
action*string
Blueprint actionone of create · create_blueprint · get_blueprint · get · compile · add_component
folderstring
Path to a directory.
heightnumber
inputsarray
nodeIdstring
ID of the node.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
presetstring
zOrdernumber
Z-order for canvas slot.
newNamestring
New name for renaming.
oldNamestring
optionsarray
Combo box options.
outputsarray
paddingobject
Widget slot padding.
percentnumber
Progress bar percentage (0-1).
pinNamestring
Name of the pin.
stretchstring
Scale box stretch mode.one of None · Fill · ScaleToFit · ScaleToFitX · ScaleToFitY · ScaleToFill
attachTostring
autoWrapboolean
Enable text auto-wrap.
categorystring
clippingstring
Widget clipping mode.one of Inherit · ClipToBounds · ClipToBoundsWithoutIntersecting · ClipToBoundsAlways · OnDemand
durationnumber
fadeTimenumber
Fade time in seconds.
fontSizenumber
Font size.
gridSizeobject
Inventory grid size.
hintTextstring
Placeholder hint text.
isPublicboolean
linkedTostring
locationarray
maxValuenumber
Maximum value.
meshPathstring
Mesh asset path.
metadataobject
minValuenumber
Minimum value.
nodeGuidstring
nodeNamestring
Name of the node.
nodeTypestring
playModestring
Animation play mode.one of forward · reverse · pingpong
positionobject
3D location (x, y, z).
rotationarray
rowCountnumber
Number of rows.
savePathstring
Path to save the asset.
slotNamestring
Name of the slot.
stepSizenumber
Value step size.
toNodeIdstring
ID of the target node.
alignmentobject
Widget alignment (0-1).
anchorMaxobject
Maximum anchor point (0-1).
anchorMinobject
Minimum anchor point (0-1).
brushSizeobject
Brush/image size.
eventNamestring
Name of the event.
eventTypestring
graphNamestring
Name of the graph.
inputTypestring
Text input type.one of single · multi
isCheckedboolean
Checkbox checked state.
isEnabledboolean
Widget enabled state.
isMarqueeboolean
Progress bar marquee mode.
loopCountnumber
Number of loops (-1 for infinite).
newParentstring
sourcePinstring
Name of the source pin.
targetPinstring
Name of the target pin.
timeoutMsnumber
toPinNamestring
Name of the target pin.
trackTypestring
Animation track type.one of transform · color · opacity · renderOpacity · material
wrapWidthnumber
Wrap width for wrap box.
actionPathstring
Asset path (e.g., /Game/Path/Asset).
brushColorobject
Border brush color.
fromNodeIdstring
ID of the source node.
memberNamestring
operationsarray
parametersarray
parentNamestring
parentSlotstring
Parent slot to add widget to.
propertiesobject
sourceNodestring
targetNodestring
visibilitystring
Widget visibility state.one of Visible · Collapsed · Hidden · HitTestInvisible · SelfHitTestInvisible
widgetPathstring
Widget blueprint path.
columnCountnumber
Number of columns.
fromPinNamestring
Name of the source pin.
memberClassstring
orientationstring
Widget orientation.one of Horizontal · Vertical
parentClassstring
Path or name of the parent class.
previewSizestring
Preview resolution preset.one of 1080p · 720p · mobile · custom
slotPaddingobject
Padding between uniform grid slots.
targetClassstring
texturePathstring
Texture asset path.
translationobject
Render translation.
applyAndSaveboolean
defaultValuevalue
Generic value (any type).
functionNamestring
Name of the function.
isReplicatedboolean
materialPathstring
Material asset path.
promptFormatstring
Interaction prompt format.
propertyNamestring
Name of the property.
segmentCountnumber
Number of radial segments.
settingsTypestring
Settings menu type.one of video · audio · controls · gameplay · all
variableNamestring
Name of the variable.
variableTypestring
Variable type (e.g., Boolean, Float, Integer, Vector, String, Object)
animationNamestring
Animation name.
bindingSourcestring
Variable or function name to bind to.
blueprintPathstring
Blueprint asset path.
blueprintTypestring
Path or name of the parent class.
componentNamestring
Name of the component.
componentTypestring
inputAxisNamestring
interpolationstring
Keyframe interpolation.one of linear · cubic · constant
propertyValuevalue
Generic value (any type).
widthOverridenumber
Width override for size box.
componentClassstring
heightOverridenumber
Height override for size box.
selectedOptionstring
Selected combo box option.
colorAndOpacityobject
Color and opacity (0-1 values).
customEventNamestring
Name of the event.
inputActionPathstring
Asset path (e.g., /Game/Path/Asset).
minDesiredWidthnumber
Minimum desired width.
parentComponentstring
showSpeakerNameboolean
Show speaker name.
innerSlotPaddingobject
Inner wrap box slot padding.
minDesiredHeightnumber
Minimum desired height.
saveAfterCompileboolean
stretchDirectionstring
Scale box stretch direction.one of Both · DownOnly · UpOnly
explicitWrapWidthboolean
Use explicit wrap width.
onHoveredFunctionstring
Function to call on hover.
includeProgressBarboolean
Include progress bar.
userSpecifiedScalenumber
User specified scale value.
alwaysShowScrollbarboolean
Always show scrollbar.
fillColorAndOpacityobject
Fill color for progress bar.
minDesiredSlotWidthnumber
Minimum slot width.
onUnhoveredFunctionstring
Function to call on unhover.
scrollBarVisibilitystring
Scroll bar visibility.one of Visible · Collapsed · Auto
inputActionAssetPathstring
Asset path (e.g., /Game/Path/Asset).
maxVisibleObjectivesnumber
Maximum visible objectives.
minDesiredSlotHeightnumber
Minimum slot height.
control_actorSpawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: actorName, childActor, parentActor, classPath, meshPath, materialPath,...36 params

Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: actorName, childActor, parentActor, classPath, meshPath, materialPath,...

Parameters* required
tagstring
Name of the tag.
namestring
Name identifier.
forceobject
3D vector.
limitnumber
scaleobject
3D scale (x, y, z).
valuevalue
Generic value (any type).
action*string
Actionone of spawn · spawn_actor · spawn_blueprint · delete · destroy_actor · delete_by_tag
filterstring
offsetobject
3D location (x, y, z).
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
newNamestring
New name for renaming.
visibleboolean
Whether the item/actor is visible.
locationobject
3D location (x, y, z).
meshPathstring
Mesh asset path.
rotationobject
3D rotation (pitch, yaw, roll).
actorNamestring
Name of the actor.
argumentsvalue
Generic value (any type).
classNamestring
classPathstring
Asset path (e.g., /Game/Path/Asset).
variablesobject
actorClassstring
actorNamesarray
childActorstring
Name of the child actor (for attach/detach operations).
propertiesobject
parentActorstring
Name of the parent actor (for attach operations).
functionNamestring
Name of the function.
materialPathstring
Material asset path.
materialSlotinteger
propertyNamestring
Name of the property.
snapshotNamestring
allComponentsboolean
blueprintPathstring
Blueprint asset path.
componentNamestring
Name of the component.
componentTypestring
materialIndexinteger
collisionEnabledboolean
control_editorStart/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width,...39 params

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width,...

Parameters* required
xnumber
ynumber
idstring
fovnumber
keystring
modestring
Editor mode for set_editor_mode, or screenshot source: editor_viewport, game_viewport, full_editor_window.
namestring
Name identifier.
pathstring
Path to a directory.
statstring
typestring
speednumber
stepsinteger
widthnumber
action*string
Editor actionone of play · stop · stop_pie · pause · resume · eject
buttonstring
heightnumber
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
commandstring
enabledboolean
Whether the item/feature is enabled.
categorystring
filenamestring
locationobject
3D location (x, y, z).
metadataobject
realtimeboolean
rotationobject
3D rotation (pitch, yaw, roll).
viewModestring
actorNamestring
Name of the actor.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
blendTimenumber
deltaTimenumber
inputTypestring
levelPathstring
Level asset path.
objectPathstring
resolutionstring
Resolution setting (e.g., 1024x1024).
inputActionstring
preferencesobject
bookmarkNamestring
returnBase64boolean
Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport modes.
includeMetadataboolean
manage_levelLoad/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelPaths, levelName, path, savePath, destinationPath, overwrite, targetPath, expo...35 params

Load/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelPaths, levelName, path, savePath, destinationPath, overwrite, targetPath, expo...

Parameters* required
namestring
Name identifier.
pathstring
Directory path for asset creation.
colorarray
RGBA color as an array [r, g, b, a].
action*string
Actionone of load · load_level · save · save_level · save_as · save_level_as
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
newNamestring
qualitystring
locationobject
3D location (x, y, z).
metadataobject
rotationobject
3D rotation (pitch, yaw, roll).
savePathstring
Path to save the asset.
templatestring
assetPathstring
Asset path (e.g., /Game/Path/Asset).
intensitynumber
levelNamestring
levelPathstring
Level asset path.
lightTypestring
Light type. Accepts short names (Point), class names (PointLight), or lowercase (point).one of Directional · Point · Spot · Rect · DirectionalLight · PointLight
overwriteboolean
Overwrite if the asset/file already exists.
streamingboolean
timeoutMsnumber
exportPathstring
Export file path.
levelPathsarray
parentPathstring
Path to a directory.
sourcePathstring
Source path for import/move/copy.
targetPathstring
Path to a directory.
packagePathstring
Path to a directory.
parentLevelstring
Parent level path.
subLevelPathstring
Level asset path.
sublevelPathstring
Level asset path.
shouldBeLoadedboolean
destinationPathstring
Destination path for move/copy.
shouldBeVisibleboolean
streamingMethodstring
saveDirtyPackagesboolean
useWorldPartitionboolean
build_environmentBuild environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightDa...118 params

Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightDa...

Parameters* required
hournumber
maxXnumber
maxYnumber
minXnumber
minYnumber
namestring
Name identifier.
pathstring
Path to a directory.
saveboolean
Save the asset(s) after the operation.
seednumber
timenumber
toolstring
countnumber
namesarray
sizeXnumber
sizeYnumber
speednumber
widthnumber
action*string
Actionone of create_landscape · sculpt · sculpt_landscape · add_foliage · paint_foliage · create_procedural_terrain
assetsarray
boundsobject
methodstring
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pointsarray
radiusnumber
regionobject
azimuthnumber
densitynumber
enabledboolean
Whether the item/feature is enabled.
falloffnumber
numLODsnumber
qualitystring
spacingnumber
filenamestring
hardnessnumber
locationobject
3D location (x, y, z).
materialstring
Material asset path.
maxScalenumber
meshPathstring
Mesh asset path.
minScalenumber
positionobject
3D location (x, y, z).
rotationobject
3D rotation (pitch, yaw, roll).
settingsobject
strengthnumber
tileSizenumber
actorNamestring
Name of the actor.
actorPathstring
amplitudenumber
curvePathstring
Asset path (e.g., /Game/Path/Asset).
directionobject
3D rotation (pitch, yaw, roll).
elevationnumber
intensitynumber
layerNamestring
lightTypestring
locationsarray
operationstring
pointTypestring
randomYawboolean
removeAllboolean
skipFlushboolean
steepnessnumber
timeoutMsnumber
assetPathsarray
heightDataarray
outputPathstring
pointIndexnumber
pointScaleobject
3D scale (x, y, z).
splineTypestring
staticMeshstring
Mesh asset path.
transformsarray
volumeNamestring
waveHeightnumber
waveLengthnumber
bClosedLoopboolean
cubemapPathstring
Asset path (e.g., /Game/Path/Asset).
foliageTypestring
forwardAxisstring
heightScalenumber
sectionSizenumber
targetActorstring
Name of the actor.
cullDistancenumber
foliageTypesarray
leaveTangentobject
3D location (x, y, z).
materialPathstring
Material asset path.
propertyNamestring
Name of the property.
subdivisionsnumber
alignToNormalboolean
alignToSplineboolean
arriveTangentobject
3D location (x, y, z).
blueprintPathstring
Blueprint asset path.
componentNamestring
Name of the component.
heightmapPathstring
initialPointsarray
landscapeNamestring
landscapePathstring
Asset path (e.g., /Game/Path/Asset).
layerInfoPathstring
Asset path (e.g., /Game/Path/Asset).
materialIndexnumber
maxBrightnessnumber
minBrightnessnumber
noWeightBlendboolean
pointRotationobject
3D rotation (pitch, yaw, roll).
propertyValuevalue
Generic value (any type).
rotationRangeobject
3D rotation (pitch, yaw, roll).
updateNormalsboolean
waterBodyNamestring
Name of the actor.
componentCountobject
2D vector.
randomizeScaleboolean
foliageTypePathstring
Asset path (e.g., /Game/Path/Asset).
quadsPerSectionnumber
useRandomOffsetboolean
collisionEnabledboolean
compensationValuenumber
randomOffsetRangenumber
randomizeRotationboolean
skyLightIntensitynumber
landscapeActorPathstring
particleSystemPathstring
Asset path (e.g., /Game/Path/Asset).
physicalMaterialPathstring
Asset path (e.g., /Game/Path/Asset).
sectionsPerComponentnumber
animation_physicsAuthor animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action...112 params

Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action...

Parameters* required
yawnumber
axisstring
massnumber
namestring
Name identifier.
pathstring
Directory path for asset creation.
saveboolean
Save the asset(s) after the operation.
timenumber
bodyAstring
bodyBstring
framenumber
pitchnumber
scaleobject
3D scale (x, y, z).
valuevalue
Generic value (any type).
action*string
Actionone of create_animation_blueprint · create_animation_bp · create_anim_blueprint · create_blend_space · create_blend_space_1d · create_blend_space_2d
assetsarray
centerobject
3D location (x, y, z).
deltasarray
lengthnumber
limitsobject
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
radiusnumber
suffixstring
toStatestring
weightsarray
axisNamestring
bodyTypestring
boneNamestring
Name of the bone.
endFramenumber
locationobject
3D location (x, y, z).
lodIndexnumber
maxValuenumber
minValuenumber
nodeNamestring
Name of the node.
playRatenumber
rotationobject
3D rotation (pitch, yaw, roll).
savePathstring
Path to save the asset.
slotNamestring
actorNamestring
Name of the actor.
artifactsarray
assetPathstring
Asset path (e.g., /Game/Path/Asset).
blendTimenumber
blendTypestring
cacheNamestring
curveNamestring
frameRatenumber
fromStatestring
numFramesnumber
overwriteboolean
Overwrite if the asset/file already exists.
startTimenumber
stateNamestring
thresholdnumber
toSectionstring
boneTracksarray
layerSetuparray
markerNamestring
notifyNamestring
outputPathstring
Output file or directory path.
socketNamestring
Name of the socket.
startFramenumber
trackIndexnumber
fromSectionstring
machineNamestring
montagePathstring
Asset path (e.g., /Game/Path/Asset).
newBoneNamestring
Name of the bone.
parentClassstring
profileNamestring
sampleValuenumber
sectionNamestring
sourceChainstring
targetChainstring
vehicleTypestring
assignToMeshboolean
basePoseTypestring
propertyNamestring
Name of the property.
rootBoneNamestring
Name of the bone.
skeletonPathstring
Asset path (e.g., /Game/Path/Asset).
animationPathstring
Asset path (e.g., /Game/Path/Asset).
basePoseFramenumber
blueprintPathstring
Blueprint asset path.
forceRootLockboolean
linearDampingnumber
relativeScaleobject
3D scale (x, y, z).
angularDampingnumber
attachBoneNamestring
Name of the bone.
constraintNamestring
parentBoneNamestring
Name of the bone.
removeChildrenboolean
sourceBoneNamestring
Name of the bone.
sourceMeshPathstring
Mesh asset path.
sourceSkeletonstring
Asset path (e.g., /Game/Path/Asset).
targetBoneNamestring
Name of the bone.
targetMeshPathstring
Mesh asset path.
targetSkeletonstring
Asset path (e.g., /Game/Path/Asset).
dragCoefficientnumber
morphTargetNamestring
morphTargetPathstring
Asset path (e.g., /Game/Path/Asset).
simulatePhysicsboolean
sourceIKRigPathstring
Asset path (e.g., /Game/Path/Asset).
targetIKRigPathstring
Asset path (e.g., /Game/Path/Asset).
additiveAnimTypestring
collisionEnabledboolean
enableRootMotionboolean
physicsAssetNamestring
physicsAssetPathstring
Path to physics asset.
relativeLocationobject
3D location (x, y, z).
relativeRotationobject
3D rotation (pitch, yaw, roll).
skeletalMeshPathstring
Skeletal mesh path.
stateMachineNamestring
interpolationTypestring
compileReferencersboolean
force_rebuild_blend_space: after rebuilding the BS, cascade-compile every AnimBlueprint that references it (via IAssetRegistry referencers). Response returns referencersCompiled count + compiledAnimBlueprints path list. Default true.
rootMotionRootLockstring
rebuildBlendParametersboolean
force_rebuild_blend_space: also trigger PostEditChangeProperty for the BlendParameters UPROPERTY (axis min/max changed). Default false.
system_controlControl the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: profile...59 params

Control the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: profile...

Parameters* required
keystring
codestring
Python code to execute inline
filestring
Path to .py file to execute
modestring
Screenshot source. editor_viewport captures the active editor viewport; game_viewport captures the PIE/game viewport; full_editor_window captures the full Slate editor window and returns imageBase64 by default.one of editor_viewport · game_viewport · full_editor_window
namestring
Name identifier.
pathstring
Asset path (e.g., /Game/Path/Asset).
textstring
typestring
one of CPU · GPU · Memory · RenderThread · GameThread · All
levelnumber
pathsarray
scalenumber
valuestring
widthnumber
action*string
Actionone of profile · show_fps · set_quality · screenshot · set_resolution · set_fullscreen
actorsarray
filterstring
heightnumber
maxFPSnumber
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
targetstring
volumenumber
commandstring
enabledboolean
Whether the item/feature is enabled.
lodBiasnumber
messagestring
sectionstring
categorystring
cellSizenumber
channelsstring
detailedboolean
durationnumber
filenamestring
forceLODnumber
metadataobject
platformstring
poolSizenumber
savePathstring
Path to save the asset.
widgetIdstring
windowedboolean
argumentsstring
assetPathstring
Asset path (e.g., /Game/Path/Asset).
recursiveboolean
Perform the operation recursively.
childClassstring
outputPathstring
Output file or directory path.
parentNamestring
resolutionstring
Resolution setting (e.g., 1024x1024).
widgetPathstring
Widget blueprint path.
mergeActorsboolean
packageNamestring
profileTypestring
categoryNamestring
returnBase64boolean
Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport screenshot modes.
configurationstring
enableBatchingboolean
includeMetadataboolean
enableInstancingboolean
streamingDistancenumber
boostPlayerLocationboolean
replaceSourceActorsboolean
manage_sequenceEdit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, actorName, actorNames, frame, value, property, destin...31 params

Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, actorName, actorNames, frame, value, property, destin...

Parameters* required
endnumber
namestring
Name identifier.
pathstring
Asset path (e.g., /Game/Path/Asset).
soloboolean
framenumber
mutedboolean
speednumber
startnumber
valueobject
action*string
Actionone of create · open · add_camera · add_actor · add_actors · remove_actors
lockedboolean
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
newNamestring
New name for renaming.
endFramenumber
loopModestring
metadataobject
propertystring
Name of the property.
actorNamestring
Name of the actor.
classNamestring
frameRatestring
spawnableboolean
startTimenumber
trackNamestring
trackTypestring
actorNamesarray
resolutionstring
startFramenumber
playbackEndnumber
playbackStartnumber
lengthInFramesnumber
destinationPathstring
Destination path for move/copy.
inspectInspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blueprintPath, optional detailed/componentName/propertyNames), inspect_class (cla...18 params

Inspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blueprintPath, optional detailed/componentName/propertyNames), inspect_class (cla...

Parameters* required
tagstring
Name of the tag.
namestring
Name identifier.
valuevalue
Generic value (any type).
action*string
Actionone of inspect_object · get_actor_details · get_blueprint_details · get_mesh_details · get_texture_details · get_material_details
filterstring
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
detailedboolean
actorNamestring
Name of the actor.
classNamestring
classPathstring
Asset path (e.g., /Game/Path/Asset).
objectPathstring
Asset path (e.g., /Game/Path/Asset).
propertyNamestring
Name of the property.
propertyPathstring
snapshotNamestring
blueprintPathstring
Blueprint asset path.
componentNamestring
Name of the component.
propertyNamesarray
componentNamesarray
manage_audioPlay/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, soundPath, location, rotation, volume,...69 params

Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, soundPath, location, rotation, volume,...

Parameters* required
namestring
Name identifier.
pathstring
Directory path for asset creation.
saveboolean
Save the asset(s) after the operation.
sizeobject
3D scale (x, y, z).
pitchnumber
action*string
Actionone of create_sound_cue · play_sound_at_location · play_sound_2d · create_audio_component · create_sound_mix · push_sound_mix
enableboolean
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
volumenumber
enabledboolean
Whether the item/feature is enabled.
loopingboolean
Whether to loop.
mixNamestring
fadeTimenumber
fadeTypestring
locationobject
3D location (x, y, z).
nodeTypestring
rotationobject
3D rotation (pitch, yaw, roll).
wavePathstring
Path to SoundWave asset.
actorNamestring
Name of the actor.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
inputNamestring
Name of the input.
inputTypestring
soundNamestring
soundPathstring
Sound asset path.
sourcePinstring
Name of the source pin.
startTimenumber
targetPinstring
Name of the target pin.
effectTypestring
fadeInTimenumber
outputNamestring
Name of the output.
outputTypestring
propertiesobject
sourceNodestring
Source node name.
targetNodestring
Target node name.
windowSizenumber
fadeOutTimenumber
falloffModestring
innerRadiusnumber
parentClassstring
speakerPathstring
Asset path (e.g., /Game/Path/Asset).
analysisTypestring
defaultValuevalue
Generic value (any type).
reverbEffectstring
sourceNodeIdstring
ID of the source node.
targetNodeIdstring
ID of the target node.
targetVolumenumber
componentNamestring
Name of the component.
velocityScalenumber
soundClassNamestring
soundClassPathstring
Sound class path.
spatializationstring
volumeAdjusternumber
attachPointNamestring
Name of the socket.
attenuationPathstring
Asset path (e.g., /Game/Path/Asset).
concurrencyPathstring
Asset path (e.g., /Game/Path/Asset).
falloffDistancenumber
targetInputNamestring
attenuationShapestring
dopplerIntensitynumber
enableReverbSendboolean
sourceOutputNamestring
reverbDistanceMaxnumber
reverbDistanceMinnumber
reverbWetLevelMaxnumber
reverbWetLevelMinnumber
occlusionFilterScalenumber
occlusionVolumeScalenumber
lowPassFilterFrequencynumber
occlusionInterpolationTimenumber
manage_geometryCreate procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: outputPath, assetPath, name, path, actorName, width, height...74 params

Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: outputPath, assetPath, name, path, actorName, width, height...

Parameters* required
capboolean
axisstring
Axis for deformation operations.one of X · Y · Z
namestring
Name identifier.
pathstring
Path to a directory.
anglenumber
Angle in degrees.
countnumber
depthnumber
Depth value.
scaleobject
3D scale (x, y, z).
stepsnumber
widthnumber
Width value.
action*string
Geometry action to performone of create_box · create_sphere · create_cylinder · create_cone · create_capsule · create_torus
amountnumber
Generic amount for operations (bevel size, inset distance, etc.).
centerobject
3D location (x, y, z).
heightnumber
Height value.
offsetobject
3D location (x, y, z).
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
radiusnumber
Radius value.
weightnumber
Weight for lattice deformation.
uvScaleobject
UV scale.
distancenumber
Distance value.
keepToolboolean
locationobject
3D location (x, y, z).
lodCountnumber
Number of LOD levels to generate.
lodIndexnumber
Specific LOD index to configure.
midpointnumber
Texture luminance midpoint for displacement.
numRingsnumber
Number of rings for sphere, torus.
numSidesnumber
Number of sides for cylinder, cone, etc.
numStepsnumber
Number of steps for stairs.
numTurnsnumber
Number of turns for spiral.
positionobject
3D location (x, y, z).
rotationobject
3D rotation (pitch, yaw, roll).
segmentsnumber
Number of segments for bevel, subdivide.
strengthnumber
Strength or weight.
uvOffsetobject
UV offset.
actorNamestring
Name of the actor.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
hullCountnumber
Number of convex hulls for decomposition.
stepDepthnumber
Depth of each stair step.
stepWidthnumber
Width of each stair step.
toolActorstring
Name of the actor.
uvChannelnumber
UV channel index (0-7).
dimensionsobject
3D dimensions (width, height, depth).
iterationsnumber
Number of iterations for smooth, remesh.
keepInsideboolean
outputPathstring
Output file or directory path.
stepHeightnumber
Height of each stair step.
heightScalenumber
Texture displacement height scale.
innerRadiusnumber
Inner radius for torus.
screenSizesarray
Array of screen sizes for each LOD.
targetActorstring
Name of the actor.
texturePathstring
Texture asset path.
maxHullCountnumber
Maximum hull count for complex collision generation.
maxHullVertsnumber
Maximum vertices per hull for complex collision generation.
weldDistancenumber
Distance threshold for vertex welding.
collisionTypestring
Collision complexity type.one of Default · Simple · Complex · UseComplexAsSimple · UseSimpleAsComplex
depthSegmentsnumber
Segments along depth.
hardEdgeAnglenumber
Angle threshold for hard edges (degrees).
hullPrecisionnumber
Precision for convex hull generation (0-1).
trimActorNamestring
Name of the actor.
widthSegmentsnumber
Segments along width.
heightSegmentsnumber
Segments along height.
radialSegmentsnumber
Radial segments for circular shapes.
splineActorNamestring
Name of the actor.
targetHullCountnumber
Target hull count for collision simplification.
trianglePercentnumber
Percent of triangles to keep for LOD reduction.
recomputeNormalsboolean
reductionPercentnumber
Percent of triangles to reduce per LOD.
targetEdgeLengthnumber
Target edge length for remeshing.
latticeResolutionnumber
Control lattice resolution for lattice deformation.
recomputeTangentsboolean
maxVerticesPerHullnumber
Maximum vertices per convex hull.
targetTriangleCountnumber
Target triangle count for simplification.
simplificationFactornumber
Collision simplification factor.
computeWeightedNormalsboolean
Use area-weighted normals.
manage_pcgCreate, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPat...39 params

Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPat...

Parameters* required
xnumber
ynumber
namestring
Name identifier.
pathstring
Path to a directory.
posXnumber
posYnumber
saveboolean
Save the asset(s) after the operation.
waitboolean
forceboolean
scopestring
Partition grid target scope.one of world · component
titlestring
action*string
PCG graph action to performone of create_pcg_graph · create_pcg_subgraph · add_pcg_node · connect_pcg_pins · set_pcg_node_settings · add_landscape_data_node
nodeIdstring
ID of the node.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
gridSizenumber
meshPathstring
Mesh asset path.
nodeNamestring
Name of the node.
nodeTypestring
PCG node type alias or UPCGSettings class path/name.
settingsobject
Node settings keyed by reflected PCG settings property name.
actorNamestring
Name of the actor.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
classPathstring
graphPathstring
PCG graph asset path (e.g., /Game/PCG/PCG_MyGraph).
inputNamestring
Name of the pin.
overwriteboolean
Overwrite if the asset/file already exists.
sourcePinstring
Name of the source pin.
targetPinstring
Name of the target pin.
timeoutMsnumber
actorClassstring
outputNamestring
Name of the pin.
texturePathstring
Texture asset path.
sourceNodeIdstring
ID of the source node.
subgraphPathstring
PCG subgraph asset path used by subgraph nodes.
targetNodeIdstring
ID of the target node.
componentNamestring
Name of the component.
componentPathstring
Component path/name for PCG execution.
settingsClassstring
UPCGSettings class path/name for the PCG node.
createComponentboolean
parentGraphPathstring
Parent PCG graph asset path for subgraph insertion.
manage_effectNiagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, savePath, assetPath,...77 params

Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, savePath, assetPath,...

Parameters* required
massnumber
namestring
Name identifier.
pathstring
Directory path for asset creation.
saveboolean
colorvalue
RGBA color as an array [r,g,b,a] or object {r,g,b,a} depending on action.
resetboolean
shapestring
stepsinteger
valuevalue
Generic value (any type).
action*string
Effect/Niagara action to perform.one of particle · niagara · debug_shape · spawn_niagara · create_dynamic_light · create_niagara_system
filterstring
nodeIdstring
ID of the node.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
presetstring
radiusnumber
systemstring
Asset path (e.g., /Game/Path/Asset).
densitynumber
emitterstring
durationnumber
frictionnumber
lifetimenumber
locationobject
3D location (x, y, z).
meshPathstring
Mesh asset path.
savePathstring
Path to save the asset.
sizeModestring
velocityobject
3D location (x, y, z).
actorNamestring
Name of the actor.
alignmentstring
assetPathstring
Asset path (e.g., /Game/Path/Asset).
burstTimenumber
colorModestring
deltaTimenumber
eventNamestring
Name of the event.
eventTypestring
forceTypestring
intensitynumber
lightTypestring
shapeTypestring
spawnRatenumber
stageNamestring
timeoutMsnumber
burstCountnumber
extinctionnumber
facingModestring
modulePathstring
Asset path (e.g., /Game/Path/Asset).
scatteringnumber
scriptTypestring
systemNamestring
systemPathstring
Asset path (e.g., /Game/Path/Asset).
autoConnectboolean
emitterNamestring
emitterPathstring
Asset path (e.g., /Game/Path/Asset).
forceVectorobject
3D location (x, y, z).
lightRadiusnumber
restitutionnumber
uniformSizenumber
accelerationobject
3D location (x, y, z).
cameraOffsetnumber
eventPayloadarray
Niagara event payload attributes to expose.
materialPathstring
Material asset path.
spawnOnEventboolean
spawnPerUnitnumber
velocityModestring
attachToActorstring
Name of the actor.
collisionModestring
forceStrengthnumber
killConditionstring
parameterNamestring
Name of the parameter.
parameterTypestring
sourceBindingstring
dieOnCollisionboolean
parameterValuevalue
Generic value (any type).
eventSpawnCountnumber
emitterPropertiesobject
fixedBoundsEnabledboolean
deterministicEnabledboolean
stageIterationSourcestring
manage_gasCreate Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, blueprintPath, replicationMode, attributeSetPath,...59 params

Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, blueprintPath, replicationMode, attributeSetPath,...

Parameters* required
namestring
Name of the asset to create.
pathstring
Directory path for asset creation.
action*string
GAS action to perform.one of add_ability_system_component · configure_asc · create_attribute_set · add_attribute · set_attribute_base_value · set_attribute_clamping
cueTagstring
Gameplay Cue tag (e.g., GameplayCue.Damage.Fire).
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
periodnumber
Period for periodic effects.
cuePathstring
Path to Gameplay Cue asset.
cueTypestring
Type of gameplay cue notify.one of Static · Actor
tagNamestring
Name of the tag.
durationnumber
Duration in seconds.
maxValuenumber
Maximum value for clamping.
minValuenumber
Minimum value for clamping.
taskTypestring
Type of ability task to add.one of WaitDelay · WaitInputPress · WaitInputRelease · WaitGameplayEvent · WaitTargetData · WaitConfirmCancel
aoeRadiusnumber
Area of effect radius.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
baseValuenumber
Base value for attribute.
clampModestring
Attribute clamping mode.one of None · Min · Max · MinMax
decalPathstring
Path to decal material.
soundPathstring
Sound asset path.
effectPathstring
Path to effect asset.
abilityPathstring
Path to ability asset.
abilityTagsarray
Gameplay tags for this ability.
grantedTagsarray
Tags granted while effect is active.
removalTagsarray
Tags that cause effect removal.
targetRangenumber
Maximum targeting range.
triggerTypestring
When the cue triggers.one of OnActive · WhileActive · Executed · OnRemove
defaultValuevalue
Generic value (any type).
durationTypestring
Effect duration type.one of Instant · Infinite · HasDuration
immunityTagsarray
Tags that block this effect.
stackingTypestring
Stacking type for effect.one of None · AggregateBySource · AggregateByTarget
attributeNamestring
Name of the attribute.
attributeTypestring
Predefined attribute type or Custom.one of Health · MaxHealth · Mana · MaxMana · Stamina · MaxStamina
blueprintPathstring
Blueprint asset path.
componentNamestring
Name of the component.
modifierIndexnumber
targetingModestring
Targeting mode for ability.one of None · SingleTarget · AOE · Directional · Ground · ActorPlacement
costEffectPathstring
Path to cost Gameplay Effect.
setByCallerTagstring
Tag for SetByCaller magnitude.
cameraShakePathstring
Path to camera shake asset.
replicationModestring
ASC replication mode.one of Full · Minimal · Mixed
stackLimitCountnumber
Maximum stack count.
targetAttributestring
Target attribute for modifier.
activationPolicystring
When the ability activates.one of OnInputPressed · WhileInputActive · OnSpawn · OnGiven
attributeSetPathstring
Path to Attribute Set asset.
calculationClassstring
UGameplayEffectExecutionCalculation class path.
instancingPolicystring
How the ability is instanced.one of NonInstanced · InstancedPerActor · InstancedPerExecution
modifierMagnitudenumber
Magnitude of the modifier.
modifierOperationstring
Modifier operation on attribute.one of Add · Multiply · Divide · Override
cooldownEffectPathstring
Path to cooldown Gameplay Effect.
particleSystemPathstring
Path to particle system.
activationBlockedTagsarray
Tags that block activation of this ability.
blockAbilitiesWithTagarray
Tags of abilities blocked while this is active.
stackExpirationPolicystring
What happens when stack expires.one of ClearEntireStack · RemoveSingleStackAndRefreshDuration · RefreshDuration
activationRequiredTagsarray
Tags required to activate this ability.
cancelAbilitiesWithTagarray
Tags of abilities to cancel when this activates.
stackPeriodResetPolicystring
When to reset stack period.one of ResetOnSuccessfulApplication · NeverReset
applicationRequiredTagsarray
Tags required to apply this effect.
magnitudeCalculationTypestring
How magnitude is calculated.one of ScalableFloat · AttributeBased · SetByCaller · CustomCalculationClass
stackDurationRefreshPolicystring
When to refresh stack duration.one of RefreshOnSuccessfulApplication · NeverRefresh
manage_characterCreate Character Blueprints with movement, locomotion, and animation state machines. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, parentClass, skeletalMeshPath, animBlueprintPath, ca...67 params

Create Character Blueprints with movement, locomotion, and animation state machines. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, parentClass, skeletalMeshPath, animBlueprintPath, ca...

Parameters* required
namestring
Name of the asset to create.
pathstring
Directory path for asset creation.
action*string
Character action to perform.one of create_character_blueprint · configure_capsule_component · configure_mesh_component · configure_camera_component · configure_movement_speeds · configure_jump
modeIdnumber
Custom movement mode ID.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
flySpeednumber
modeNamestring
Name for custom movement mode.
runSpeednumber
canCrouchboolean
swimSpeednumber
walkSpeednumber
airControlnumber
climbSpeednumber
jumpHeightnumber
meshOffsetobject
Mesh location offset.
slideSpeednumber
vaultDepthnumber
Obstacle depth to check.
crouchSpeednumber
customSpeednumber
parentClassstring
Parent class for character blueprint.one of Character · ACharacter · PlayerCharacter · AICharacter
sprintSpeednumber
surfaceTypestring
Physical surface type.one of Default · Concrete · Grass · Dirt · Metal · Wood
vaultHeightnumber
Maximum vault obstacle height.
accelerationnumber
climbableTagstring
Tag for climbable surfaces.
decelerationnumber
grappleRangenumber
Maximum grapple distance.
grappleSpeednumber
Grapple pull speed.
gravityScalenumber
jumpHoldTimenumber
Max hold time for variable jump.
mantleHeightnumber
Maximum mantle height.
maxJumpCountnumber
meshRotationobject
Mesh rotation offset.
rotationRatenumber
wallRunSpeednumber
Wall running speed.
blueprintPathstring
Blueprint asset path.
capsuleRadiusnumber
particleScalenumber
slideCooldownnumber
slideDurationnumber
groundFrictionnumber
navAgentHeightnumber
navAgentRadiusnumber
footstepEnabledboolean
Enable footstep system.
springArmLengthnumber
wallRunDurationnumber
Maximum wall run duration.
avoidanceEnabledboolean
Enable AI avoidance.
grappleTargetTagstring
Tag for grapple targets.
orientToMovementboolean
Orient rotation to movement direction.
skeletalMeshPathstring
Skeletal mesh path.
volumeMultipliernumber
animBlueprintPathstring
Path to animation blueprint.
capsuleHalfHeightnumber
springArmLagSpeednumber
Camera lag speed.
crouchedHalfHeightnumber
footstepSocketLeftstring
Left foot socket name.
brakingDecelerationnumber
footstepSocketRightstring
Right foot socket name.
mantleReachDistancenumber
Forward reach for mantle check.
springArmLagEnabledboolean
Enable camera lag.
wallRunGravityScalenumber
Gravity during wall run.
footstepTraceDistancenumber
Ground trace distance.
fallingLateralFrictionnumber
Air friction.
useControllerRotationYawboolean
Use controller yaw rotation.
useControllerRotationRollboolean
Use controller roll rotation.
useControllerRotationPitchboolean
Use controller pitch rotation.
cameraUsePawnControlRotationboolean
Camera follows controller rotation.
manage_combatCreate weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, name, path, weaponM...96 params

Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, name, path, weaponM...

Parameters* required
namestring
Name identifier.
pathstring
Directory path for asset creation.
rangenumber
action*string
Combat action to performone of create_weapon_blueprint · configure_weapon_mesh · configure_weapon_sockets · set_weapon_stats · configure_hitscan · configure_projectile
adsFovnumber
FOV when aiming.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
spreadnumber
maxAmmonumber
adsSpeednumber
Time to aim down sights.
ammoTypestring
Ammo type identifier.
durationnumber
fireRatenumber
maxHealthnumber
maxShieldnumber
recoilYawnumber
Horizontal recoil (degrees).
adsEnabledboolean
Enable aim down sights.
armorValuenumber
baseDamagenumber
damageTypestring
effectTypestring
healAmountnumber
hitboxSizeobject
Hitbox dimensions.
hitboxTypestring
Hitbox collision shape.one of Capsule · Box · Sphere
reloadTimenumber
ammoPerShotnumber
recoilPitchnumber
Vertical recoil (degrees).
tracerSpeednumber
Tracer travel speed.
damageAmountnumber
infiniteAmmoboolean
magazineSizenumber
shieldAmountnumber
startingAmmonumber
switchInTimenumber
Time to equip weapon.
traceChannelstring
Trace channel for hitscan.one of Visibility · Camera · Weapon · Custom
blueprintPathstring
Blueprint asset path.
bounceEnabledboolean
Enable projectile bouncing.
damageImpulsenumber
Impulse applied on hit.
homingEnabledboolean
Enable homing behavior.
maxComboCountnumber
Maximum combo length.
shellLifespannumber
Shell casing lifetime.
shellMeshPathstring
Path to shell casing mesh.
spreadPatternstring
Spread pattern type.one of Random · Fixed · FixedWithRandom · Shotgun
switchOutTimenumber
Time to unequip weapon.
hitboxBoneNamestring
Bone name for hitbox.
hitscanEnabledboolean
Enable hitscan firing.
parryWindowEndnumber
Parry window end time (normalized).
recoilRecoverynumber
Recoil recovery speed.
spreadIncreasenumber
Spread increase per shot.
spreadRecoverynumber
Spread recovery rate.
weaponMeshPathstring
Path to weapon static/skeletal mesh.
attachmentSlotsarray
Attachment slot definitions.
collisionRadiusnumber
comboWindowTimenumber
Time window for combo input.
damagePerSecondnumber
damageReductionnumber
impactDecalPathstring
Path to impact decal.
impactSoundPathstring
Path to impact sound.
muzzleSoundPathstring
Path to firing sound.
projectileClassstring
Projectile class path.
projectileSpeednumber
shieldRegenRatenumber
blockStaminaCostnumber
Stamina cost per blocked hit.
damageMultipliernumber
Damage multiplier for this hitbox.
hitPauseDurationnumber
Hitstop duration in seconds.
isDamageZoneHeadboolean
Mark as headshot zone.
meleeTraceRadiusnumber
Sphere trace radius.
muzzleFlashScalenumber
Muzzle flash scale.
muzzleSocketNamestring
Muzzle socket name.
parryWindowStartnumber
Parry window start time (normalized).
shieldRegenDelaynumber
criticalMultipliernumber
Critical hit damage multiplier.
ejectionSocketNamestring
Shell ejection socket name.
equipAnimationPathstring
Path to equip animation montage.
headshotMultipliernumber
Headshot damage multiplier.
hitReactionMontagestring
Path to hit reaction montage.
homingAccelerationnumber
Homing turn rate.
impactParticlePathstring
Path to impact particle.
parryAnimationPathstring
Path to parry animation.
projectileLifespannumber
projectileMeshPathstring
Path to projectile mesh.
shellEjectionForcenumber
Shell ejection impulse.
tracerParticlePathstring
Path to tracer particle.
adsSpreadMultipliernumber
Spread multiplier when aiming.
bounceVelocityRationumber
Velocity retained on bounce (0-1).
hitReactionStunTimenumber
Stun duration on hit.
meleeTraceEndSocketstring
Socket for trace end.
reloadAnimationPathstring
Path to reload animation.
blockDamageReductionnumber
Damage reduction when blocking (0-1).
hitPauseTimeDilationnumber
Time dilation during hitstop.
unequipAnimationPathstring
Path to unequip animation montage.
weaponTrailEndSocketstring
Trail end socket.
meleeTraceStartSocketstring
Socket for trace start.
projectileGravityScalenumber
weaponTrailStartSocketstring
Trail start socket.
muzzleFlashParticlePathstring
Path to muzzle flash particle.
weaponTrailParticlePathstring
Path to weapon trail particle.
manage_aiBuild AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action:...94 params

Build AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action:...

Parameters* required
xnumber
ynumber
namestring
Name identifier.
pathstring
Directory path for asset creation.
saveboolean
Save the asset(s) after the operation.
valuevalue
Generic value (any type).
action*string
AI action to performone of create_ai_controller · assign_behavior_tree · assign_blackboard · create_blackboard_asset · add_blackboard_key · set_key_instance_synced
nodeIdstring
ID of the node.
offsetobject
3D vector.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
teamIdnumber
Team ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.).
commentstring
enabledboolean
keyNamestring
Name of the key.
keyTypestring
Blackboard key data type.one of Bool · Int · Float · Vector · Rotator · Object
toStatestring
Target state name.
areaCostnumber
Pathfinding cost multiplier for area (1.0 = normal).
cellSizenumber
NavMesh cell size (default: 19).
endPointobject
End point of navigation link (relative to actor).
linkTypestring
Type of navigation link.one of simple · smart
locationobject
World location for nav link proxy.
nodeTypestring
rotationobject
Rotation for nav link proxy.
savePathstring
Path to save the asset.
taskTypestring
Task node type.one of MoveTo · MoveDirectlyToward · RotateToFaceBBEntry · Wait · WaitBlackboardTime · PlayAnimation
testTypestring
EQS test type.one of Distance · Dot · GameplayTags · Overlap · Pathfinding · PathfindingBatch
actorNamestring
Name of the actor.
areaClassstring
Navigation area class path.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
directionstring
Link traversal direction.one of BothWays · LeftToRight · RightToLeft
fromStatestring
Source state name.
nodeClassstring
Node class path.
queryPathstring
Path to EQS query asset.
slotIndexnumber
Index of slot to configure.
stateNamestring
Name of the state.
stateTypestring
testIndexnumber
Index of test to configure.
cellHeightnumber
NavMesh cell height (default: 10).
configPathstring
Path to config asset.
propertiesobject
snapRadiusnumber
Snap radius for link endpoints (default: 30).
spawnCountnumber
startPointobject
Start point of navigation link (relative to actor).
tileSizeUUnumber
NavMesh tile size in UU (default: 1000).
agentHeightnumber
Navigation agent height (default: 144).
agentRadiusnumber
Navigation agent radius (default: 35).
childNodeIdstring
ID of the node.
contextTypestring
EQS context type.one of Querier · Item · EnvQueryContext_BlueprintBase · Custom
enableSightboolean
linkEnabledboolean
Whether the link is enabled.
serviceTypestring
Service node type.one of DefaultFocus · RunEQS · Custom
sightConfigobject
AI sight sense configuration.
sightRadiusnumber
subnodeTypestring
Behavior Tree subnode kind for add_subnode.one of Decorator · Service
triggerTypestring
damageConfigobject
AI damage sense configuration.
enableDamageboolean
hearingRangenumber
parentNodeIdstring
ID of the node.
testSettingsobject
Test scoring and filter settings.
agentMaxSlopenumber
Maximum slope angle in degrees (default: 44).
blueprintPathstring
Blueprint asset path.
componentNamestring
Name of the component.
compositeTypestring
Composite node type.one of Selector · Sequence · Parallel · SimpleParallel
decoratorTypestring
Decorator node type.one of Blackboard · BlackboardBased · CompareBBEntries · Cooldown · ConeCheck · DoesPathExist
dominantSensestring
Dominant sense for perception prioritization.one of Sight · Hearing · Damage · Touch · None
enableHearingboolean
generatorTypestring
EQS generator type.one of ActorsOfClass · CurrentLocation · Donut · OnCircle · PathingGrid · SimpleGrid
hearingConfigobject
AI hearing sense configuration.
minRegionAreanumber
Minimum region area to keep.
stateTreePathstring
Path to State Tree asset.
blackboardPathstring
Path to blackboard asset.
controllerPathstring
Path to controller blueprint.
definitionPathstring
Path to definition asset.
failsafeExtentobject
Failsafe extent for nav modifier when actor has no collision.
focusActorNamestring
Name of the actor.
obstacleExtentobject
Extent of simple box obstacle.
obstacleOffsetobject
Offset of simple box obstacle.
agentStepHeightnumber
Maximum step height agent can climb (default: 35).
baseObjectClassstring
broadcastRadiusnumber
Radius for state change broadcast.
loseSightRadiusnumber
mergeRegionSizenumber
Region merge threshold.
parentStateNamestring
behaviorTreePathstring
Path to behavior tree asset.
enabledAreaClassstring
Area class when smart link is enabled.
isInstanceSyncedboolean
Sync key across instances.
broadcastIntervalnumber
Interval for state change broadcast (0 = single).
disabledAreaClassstring
Area class when smart link is disabled.
generatorSettingsobject
Generator-specific settings.
obstacleAreaClassstring
Area class for box obstacle.
bCreateBoxObstacleboolean
Add box obstacle during nav generation.
peripheralVisionAnglenumber
maxSimplificationErrornumber
Edge simplification error.
manage_inventoryCreate item data assets, inventory components, world pickups, loot tables, and crafting recipes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, save, blueprintPath, itemPath, iconPath, maxStackSize,...57 params

Create item data assets, inventory components, world pickups, loot tables, and crafting recipes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, save, blueprintPath, itemPath, iconPath, maxStackSize,...

Parameters* required
namestring
Name of the asset to create.
pathstring
Directory path for asset creation.
saveboolean
Save the asset(s) after the operation.
slotsarray
Equipment slot names to configure.
tiersarray
Quality tier definitions.
action*string
Inventory action to perform.one of create_item_data_asset · set_item_properties · create_item_category · assign_item_category · create_inventory_component · configure_inventory_slots
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
promptstring
Prompt text.
bobbingboolean
Enable bobbing animation.
iconPathstring
Path to icon texture.
itemPathstring
Path to item data asset.
quantitynumber
rotationboolean
Enable rotation animation.
actorPathstring
Path to actor Blueprint for loot drop.
craftTimenumber
Time in seconds to craft.
dropCountnumber
Number of drops to roll.
maxWeightnumber
slotCountnumber
stackableboolean
dropRadiusnumber
Radius for scattered drops.
entryIndexnumber
glowEffectboolean
Enable glow effect.
lootWeightnumber
Weight for drop chance calculation.
pickupPathstring
Path to pickup actor Blueprint.
propertiesobject
recipePathstring
Path to crafting recipe asset.
replicatedboolean
Whether to replicate.
dropOnDeathboolean
maxQuantitynumber
Maximum drop quantity.
minQuantitynumber
Minimum drop quantity.
recipePathsarray
respawnTimenumber
Respawn time in seconds.
respawnableboolean
stationPathstring
stationTypestring
Type of crafting station.
uniqueItemsboolean
categoryPathstring
Path to item category asset.
enableWeightboolean
maxStackSizenumber
abilityGrantsboolean
Enable ability grant support when equipped.
blueprintPathstring
Blueprint asset path.
componentNamestring
Name of the component.
defaultSocketstring
Name of the socket.
lootTablePathstring
Path to loot table asset.
requiredLevelnumber
Required player level.
statModifiersboolean
Enable stat modifier support when equipped.
attachToSocketboolean
Attach mesh to socket when equipped.
outputItemPathstring
Path to item produced by recipe.
outputQuantitynumber
Quantity produced.
passiveEffectsboolean
Enable passive effect support when equipped.
interactionTypestring
How player picks up item.one of Overlap · Interact · Key · Hold
requiredStationstring
Required crafting station type.
encumberanceSystemboolean
ingredientItemPathstring
Path to item data asset.
replicationConditionstring
Replication condition for inventory.one of None · OwnerOnly · SkipOwner · SimulatedOnly · AutonomousOnly · Custom
encumberanceThresholdnumber
craftingSpeedMultipliernumber
manage_interactionCreate interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, folder, blueprintPath, actorName, componentName,...29 params

Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, folder, blueprintPath, actorName, componentName,...

Parameters* required
namestring
Name identifier.
action*string
The interaction action to perform.one of create_interaction_component · configure_interaction_trace · configure_interaction_widget · add_interaction_events · create_interactable_interface · create_door_actor
folderstring
Path to a directory.
lockedboolean
Whether the item is locked.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
doorPathstring
Path to door actor blueprint.
openTimenumber
Time to open/close door in seconds.
actorNamestring
Name of the actor.
autoCloseboolean
Automatically close after opening.
canToggleboolean
chestPathstring
Path to chest actor blueprint.
openAnglenumber
Door open rotation angle in degrees.
resetTimenumber
Time to reset switch in seconds.
traceTypestring
Type of interaction trace.one of line · sphere · box
switchPathstring
Path to switch actor blueprint.
switchTypestring
Type of switch.one of button · lever · pressure_plate · toggle
requiresKeyboolean
Whether interaction requires a key item.
showOnHoverboolean
Show widget when hovering.
traceRadiusnumber
Trace radius.
triggerPathstring
Path to trigger actor blueprint.
widgetClassstring
Widget class path.
triggerShapestring
Shape of trigger volume.one of box · sphere · capsule
blueprintPathstring
Blueprint asset path.
componentNamestring
Name of the component.
lootTablePathstring
Path to loot table asset.
traceDistancenumber
Trace distance.
autoCloseDelaynumber
Delay before auto-close in seconds.
showPromptTextboolean
Show interaction prompt text.
promptTextFormatstring
Format string for prompt (e.g., "Press {Key} to {Action}").
manage_networkingConfigure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings. Required: action. Select one enum value, then provide only parameters relevant to...127 params

Configure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings. Required: action. Select one enum value, then provide only parameters relevant to...

Parameters* required
altboolean
Require Alt for a legacy action mapping.
cmdboolean
Require Cmd for a legacy action mapping.
keystring
ctrlboolean
Require Ctrl for a legacy action mapping.
namestring
Name identifier.
pathstring
Directory path for asset creation.
rolestring
Net role.one of ROLE_None · ROLE_SimulatedProxy · ROLE_AutonomousProxy · ROLE_Authority
saveboolean
Save the asset(s) after the operation.
mutedboolean
Whether the item is muted.
scalenumber
Legacy input axis scale.
shiftboolean
Require Shift for a legacy action mapping.
action*string
Networking action to performone of set_property_replicated · set_replication_condition · configure_net_update_frequency · configure_net_priority · set_net_dormancy · configure_replication_graph
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
statesarray
Match state definitions.
enabledboolean
Whether the item/feature is enabled.
mapNamestring
Map to load for hosting. REQUIRED for host_lan_server.
rpcTypestring
Type of RPC.one of Server · Client · NetMulticast
axisNamestring
Legacy input axis mapping name.
dataTypestring
Network prediction data type.one of Transform · Vector · Rotator · Float
dormancystring
Net dormancy mode.one of DORM_Never · DORM_Awake · DORM_DormantAll · DORM_DormantPartial · DORM_Initial
hudClassstring
HUD class path.
numTeamsnumber
prioritynumber
Priority for input mapping context (default: 0).
reliableboolean
Whether the operation is reliable.
teamSizenumber
winScorenumber
actorNamestring
Name of the actor.
assetPathstring
Asset path (e.g., /Game/Path/Asset).
conditionstring
Replication condition.one of COND_None · COND_InitialOnly · COND_OwnerOnly · COND_SkipOwner · COND_SimulatedOnly · COND_AutonomousOnly
numRoundsnumber
pawnClassstring
Pawn class to use.
roundTimenumber
teamIndexnumber
Team index for PlayerStart.
timeoutMsnumber
actionNamestring
Legacy input action mapping name.
actionPathstring
Asset path (e.g., /Game/Path/Asset).
canRespawnboolean
maxPlayersnumber
playerNamestring
Player name for voice operations. REQUIRED for mute_player (or targetPlayerId).
replicatedboolean
Whether property should be replicated.
serverNamestring
Display name for the server.
serverPortnumber
structNamestring
Name of struct for custom serialization.
systemWideboolean
autoBalanceboolean
Enable automatic team balancing.
bIsLANMatchboolean
Whether this is a LAN match.
channelNamestring
Voice channel name. REQUIRED for set_voice_channel.
channelTypestring
Voice channel type.one of Team · Global · Proximity · Party
contextPathstring
Asset path (e.g., /Game/Path/Asset).
maxRespawnsnumber
netPrioritynumber
Network priority for bandwidth (default 1.0).
parentClassstring
Path or name of the parent class.
playerIndexnumber
Local player index. REQUIRED for remove_local_player.
sessionNamestring
Name of the session.
triggerTypestring
controllerIdnumber
Controller ID for player input. REQUIRED for add_local_player.
forceRespawnboolean
friendlyFireboolean
Enable friendly fire damage.
functionNamestring
Name of the function.
modifierTypestring
propertyNamestring
Name of the property.
respawnDelaynumber
respawnLivesnumber
scorePerKillnumber
Points awarded per kill.
usePushModelboolean
Use push-model replication.
variableNamestring
Name of the variable.
voiceEnabledboolean
Enable/disable voice chat. REQUIRED for enable_voice_chat.
bAllowInvitesboolean
Allow player invites.
bDelayedStartboolean
Whether to delay match start.
bUsesPresenceboolean
Use presence for session discovery.
blueprintPathstring
Blueprint asset path.
executeTravelboolean
interfaceTypestring
Type of session interface to use. REQUIRED for configure_session_interface.one of Default · LAN · Null
maxClientRatenumber
Max client rate.
pushToTalkKeystring
Key binding for push-to-talk.
repNotifyFuncstring
RepNotify function name.
scorePerDeathnumber
serverAddressstring
Server IP address. REQUIRED for join_lan_server.
smoothingRatenumber
Smoothing rate for corrections.
travelOptionsstring
Travel URL options string.
voiceSettingsobject
Voice processing settings. REQUIRED for configure_voice_settings.
alwaysRelevantboolean
Always relevant to all clients.
gameStateClassstring
GameState class path.
localPlayerNumnumber
ownerActorNamestring
Name of owner actor (null to clear).
scorePerAssistnumber
Points awarded per assist.
serverPasswordstring
Server password for protected games.
spectatorClassstring
Spectator pawn class.
targetPlayerIdstring
Target player ID. REQUIRED for mute_player (or playerName).
withValidationboolean
Enable RPC validation.
allowSpectatingboolean
Allow spectator mode.
netLoadOnClientboolean
Net load on client for replication graph.
respawnLocationstring
Where players respawn.one of PlayerStart · LastDeath · TeamBase
spatiallyLoadedboolean
Spatially loaded for replication graph.
splitScreenTypestring
Split-screen layout type. REQUIRED for set_split_screen_type.one of None · TwoPlayer_Horizontal · TwoPlayer_Vertical · ThreePlayer_FavorTop · ThreePlayer_FavorBottom · FourPlayer_Grid
usePlayerStartsboolean
Use PlayerStart actors.
bShouldAdvertiseboolean
Advertise session publicly.
defaultPawnClassstring
Default pawn class for GameMode.
enablePredictionboolean
Enable client-side prediction.
intermissionTimenumber
playerStateClassstring
PlayerState class path.
attenuationRadiusnumber
Radius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation.
gameModeBlueprintstring
Path to GameMode blueprint to configure.
isAutonomousProxyboolean
Configure as autonomous proxy.
pushToTalkEnabledboolean
Enable push-to-talk mode. REQUIRED for configure_push_to_talk.
replicateMovementboolean
Replicate movement.
replicationPolicystring
Replication policy for replication graph.
scorePerObjectivenumber
Points awarded per objective.
spectatorViewModestring
Spectator view mode.one of FreeCam · ThirdPerson · FirstPerson · DeathCam
attenuationFalloffnumber
Falloff rate for voice attenuation.
netUpdateFrequencynumber
How often actor replicates (Hz, default 100).
correctionThresholdnumber
Server correction threshold.
customSerializationboolean
Use custom serialization.
onlyRelevantToOwnerboolean
Only relevant to owner.
predictionThresholdnumber
Prediction threshold for client prediction.
bAllowJoinInProgressboolean
Allow joining games in progress.
netServerMaxTickRatenumber
Server max tick rate.
networkSmoothingModestring
Movement smoothing mode.one of Disabled · Linear · Exponential
spawnSelectionMethodstring
How to select spawn points.one of Random · RoundRobin · FarthestFromEnemies
useOwnerNetRelevancyboolean
Use owner relevancy.
maxInternetClientRatenumber
Max internet client rate.
minNetUpdateFrequencynumber
Minimum update frequency when idle (Hz, default 2).
playerControllerClassstring
PlayerController class path.
bUseLobbiesIfAvailableboolean
Use lobby system if available.
netCullDistanceSquarednumber
Network cull distance squared.
networkNoSmoothUpdateDistancenumber
No smooth update distance.
networkMaxSmoothUpdateDistancenumber
Max smooth update distance.
manage_level_structureStructure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by ac...79 params

Structure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by ac...

Parameters* required
saveboolean
Save the asset(s) after the operation.
action*string
Level structure action to perform.one of create_level · create_sublevel · configure_level_streaming · set_streaming_distance · configure_level_bounds · enable_world_partition
boundsobject
extentobject
Extent (half-size) of the volume in each axis.
filterstring
General search filter.
paramsobject
Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
bEnabledboolean
Whether the audio volume is enabled.
bUnboundboolean
Whether post process volume affects entire world.
cellSizenumber
HLOD cell size.
fadeTimenumber
Fade time in seconds.
gridNamestring
locationobject
World location for the volume.
nodeNamestring
Name of the node.
prioritynumber
Priority value.
rotationobject
Rotation of the volume.
actorNamestring
Name of the actor.
actorPathstring
Path to actor.
boxExtentobject
Extent for box trigger volumes.
layerTypestring
levelNamestring
levelPathstring
Level asset path.
nodeClassstring
Node class path.
volumeNamestring
Name of the volume.
volumeTypestring
Type filter for get_volumes_info (e.g., "Trigger", "Physics").
blendRadiusnumber
Blend radius for post process volume.
blendWeightnumber
Blend weight (0.0-1.0) for post process.
parentLevelstring
Parent level path.
bPainCausingboolean
Whether the volume causes pain/damage.
bWaterVolumeboolean
Whether this is a water volume.
boundsExtentobject
Extent of level bounds.
boundsOriginobject
Origin of level bounds.
createVolumeboolean
Create a streaming volume (true) or just report existing volumes (false). Default: true.
damagePerSecnumber
Damage per second for pain volumes.
gridCellSizenumber
World Partition grid cell size.
loadingRangenumber
Loading range for grid cells.
nodePositionobject
Position of node in graph.
reverbVolumenumber
Volume level for reverb (0.0-1.0).
sphereRadiusnumber
Radius for sphere trigger volumes.
sublevelNamestring
Name of the sublevel.
sublevelPathstring
Level asset path.
volumeExtentobject
Extent of the volume.
capsuleRadiusnumber
Radius for capsule trigger volumes.
cullDistancesarray
Array of size/distance pairs for cull distance volumes.
dataLayerNamestring
Name of the data layer.
dataLayerTypestring
Type of data layer.one of Runtime · Editor
fluidFrictionnumber
Fluid friction for physics volumes.
hlodLayerNamestring
Name of the HLOD layer.
hlodLayerPathstring
Path to HLOD layer.
instanceScaleobject
Scale of the level instance.
sourcePinNamestring
Name of the source pin.
targetPinNamestring
Name of the target pin.
levelAssetPathstring
Path to the level asset for instancing.
sourceNodeNamestring
Source node name.
streamingUsagestring
Streaming volume usage mode (default: LoadingAndVisibility).one of Loading · LoadingAndVisibility · VisibilityBlockingOnLoad · BlockingOnLoad · LoadingNotVisible
targetNodeNamestring
Target node name.
volumeLocationobject
Location of the volume.
bPackBlueprintsboolean
Include blueprints in packed level.
createIfMissingboolean
loadingDistancenumber
HLOD loading distance.
packedLevelNamestring
Name for the packed level actor.
streamingMethodstring
Level streaming method.one of Blueprint · AlwaysLoaded · Disabled
bShouldBeVisibleboolean
Level should be visible when loaded.
instanceLocationobject
Location of the level instance.
instanceRotationobject
Rotation of the level instance.
terminalVelocitynumber
Terminal velocity in the volume.
bPackStaticMeshesboolean
Include static meshes in packed level.
capsuleHalfHeightnumber
Half-height for capsule trigger volumes.
levelInstanceNamestring
Level instance name.
streamingDistancenumber
Distance/radius for streaming volume (creates ALevelStreamingVolume).
bIsInitiallyLoadedboolean
Data layer initially loaded.
bIsSpatiallyLoadedboolean
HLOD is spatially loaded.
bShouldBlockOnLoadboolean
Block game until level is loaded.
bUseExternalActorsboolean
Enable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true.
bIsInitiallyVisibleboolean
Data layer initially visible.
bAutoCalculateBoundsboolean
Auto-calculate bounds from content.
bBlockOnSlowStreamingboolean
bCreateWorldPartitionboolean
Create with World Partition enabled.
bEnableWorldPartitionboolean
Enable World Partition for level.
bDisableDistanceStreamingboolean
Disable distance-based streaming.

Unreal Engine MCP Server

License: MIT NPM Package MCP SDK Unreal Engine MCP Registry Project Board Discussions

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine through a native C++ Automation Bridge plugin. Built with TypeScript and C++.


Table of Contents

  • Features
  • Getting Started
  • Configuration
  • Available Tools
  • Docker
  • Documentation
  • Community
  • Development
  • Contributing

Features

CategoryCapabilities
Asset ManagementBrowse, import, duplicate, rename, delete assets; create materials
Actor ControlSpawn, delete, transform, physics, tags, components
Editor ControlPIE sessions, camera, viewport, screenshots, bookmarks
Level ManagementLoad/save levels, streaming, lighting
Animation & PhysicsAnimation BPs, state machines, ragdolls, vehicles, constraints
Visual EffectsNiagara particles, GPU simulations, procedural effects, debug shapes
SequencerCinematics, timeline control, camera animations, keyframes
Graph EditingBlueprint, Niagara, Material, and Behavior Tree graph manipulation
AudioSound cues, audio components, sound mixes, ambient sounds
SystemConsole commands, UBT, tests, logs, project settings, CVars

Architecture

  • Native C++ Automation — All operations route through the MCP Automation Bridge plugin
  • Dual Transport — Native HTTP/SSE (no bridge needed) or WebSocket via TypeScript bridge
  • Dynamic Type Discovery — Runtime introspection for lights, debug shapes, and sequencer tracks
  • Graceful Degradation — Server starts even without an active Unreal connection
  • On-Demand Connection — Retries automation handshakes with exponential backoff
  • Command Safety — Blocks dangerous console commands with pattern-based validation
  • Capability Token Auth — Optional token-based authentication for both WS and HTTP transports
  • Asset Caching — 10-second TTL for improved performance
  • Metrics Rate Limiting — Per-IP rate limiting (60 req/min) on Prometheus endpoint
  • Centralized Configuration — Unified class aliases and type definitions

Getting Started

Prerequisites

  • Unreal Engine 5.0–5.8 (5.8 preview validated)

Choose your transport:

  • Option A: Native MCP (recommended) — no additional dependencies
  • Option B: TypeScript Bridge — requires Node.js 18+

Step 1: Install MCP Server (Option B only — skip for Native MCP)

Skip this step if using Option A: Native MCP Transport (Step 4A below).

NPX (Recommended):

npx unreal-engine-mcp-server

Clone & Build:

git clone https://github.com/ChiR24/Unreal_mcp.git
cd Unreal_mcp
npm install
npm run build
node dist/cli.js

Step 2: Install Unreal Plugin

The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.

From source (requires a project with code target)

Your project must have a code target (.sln or .xcworkspace). Blueprint-only projects cannot compile native plugins — to convert, add any class via Tools > New C++ Class in the editor.

Method 1: Copy Folder

Copy:  Unreal_mcp/plugins/McpAutomationBridge/
To:    YourUnrealProject/Plugins/McpAutomationBridge/

Method 2: External Plugin Directory (no copy needed)

  1. Open Unreal Editor → Edit → Plugins
  2. Click Plugin Directories (bottom-left)
  3. In Additional Plugin Directories, add the path to Unreal_mcp/plugins/
  4. Restart the editor — the plugin will be picked up from the external location

This saves the path in your .uproject file so the plugin stays linked without copying.

The plugin compiles automatically when you open the project — UE detects the .uplugin + Source/ and runs UnrealBuildTool.

Video Guide:

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

⚠️ First-Time Project Open: UE may prompt "Would you like to rebuild them now?" — click Yes. If instead you see "Missing Modules — McpAutomationBridge. Engine modules cannot be compiled at runtime. Please build through your IDE." — open your project in Visual Studio (Win) or Xcode (Mac) and build from there. After that, the editor will open normally with the plugin loaded.

Pre-built (works with any project, including Blueprint-only)

Build the plugin once, then distribute the compiled binaries — no IDE or compilation needed on the target machine.

1. Build:

# macOS / Linux
./scripts/package-plugin.sh /path/to/UE_5.6

# Windows
scripts\package-plugin.bat C:\Path\To\UE_5.6

This produces a zip like McpAutomationBridge-v0.5.30-UE5.6-Mac.zip.

2. Install: unzip into YourProject/Plugins/ and open the project. That's it — no compilation step.

Note: pre-built binaries are tied to a specific UE version. A build for 5.6 won't work with 5.5, 5.7, or 5.8.

Step 3: Enable Required Plugins

Enable via Edit → Plugins, then restart the editor.

Core Plugins (Required)
PluginRequired For
MCP Automation BridgeAll automation operations
Python Editor Script PluginPython-backed editor automation helpers
Editor Scripting UtilitiesAsset/Actor subsystem operations
NiagaraVisual effects and particle systems
Gameplay Abilitiesmanage_gas operations
Smart ObjectsAI smart object operations
Optional Plugins (Auto-enabled)
PluginRequired For
Level Sequence Editormanage_sequence operations
Control Riganimation_physics operations
GeometryScriptingmanage_geometry operations
Behavior Tree Editormanage_ai Behavior Tree operations
Niagara EditorNiagara authoring
Environment Query EditorAI/EQS operations
MetaSoundmanage_audio MetaSound authoring
StateTreemanage_ai State Tree operations
Enhanced Inputmanage_networking input mapping operations
Chaos ClothCloth simulation
InterchangeAsset import/export
Data ValidationData validation
PCGmanage_pcg graph authoring and execution when enabled for the build
Procedural Mesh ComponentProcedural geometry
OnlineSubsystemSession/networking operations
OnlineSubsystemUtilsSession/networking operations

💡 Optional plugins are auto-enabled by the MCP Automation Bridge plugin when needed. PCG support is compiled for source projects when the project explicitly enables PCG. Versioned release packages for UE 5.2+ include PCG support.

Step 4: Configure MCP Client

Option A: Native MCP Transport (Direct HTTP — no bridge needed)

The plugin includes a built-in MCP Streamable HTTP server. AI clients connect directly to the plugin over HTTP — no TypeScript bridge, no Node.js, no npm.

Enable in Unreal:

  1. Edit > Project Settings > Plugins > MCP Automation Bridge
  2. Check Enable Native MCP
  3. Set port (default: 3000)
  4. Optionally set Native MCP Instructions for project-specific guidance
  5. Restart the editor

Configure your MCP client to use Streamable HTTP transport at:

http://localhost:3000/mcp

Claude Code:

claude mcp add unreal-engine --transport http http://localhost:3000/mcp

Or manually in ~/.claude/settings.json or project .mcp.json:

{
  "mcpServers": {
    "unreal-engine": {
      "type": "url",
      "url": "http://localhost:3000/mcp"
    }
  }
}

Cursor (.cursor/mcp.json):

{
  "mcpServers": {
    "unreal-engine": {
      "url": "http://localhost:3000/mcp"
    }
  }
}

Verify it works:

  • Status bar — look for ● MCP :3000 (2) in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings.
  • Output Log — filter by LogMcpNativeTransport to see connections, tool calls, and session activity:
    LogMcpNativeTransport: Native MCP server started on http://localhost:3000/mcp
    LogMcpNativeTransport: MCP session initialized: ... (client: claude-code 2.1.92, active sessions: 1)
    LogMcpNativeTransport: tools/call: inspect (RequestId=...)
    LogMcpNativeTransport: tools/call completed: ... (tool=inspect, success=true)
    

Features:

  • SSE streaming for real-time progress during long operations
  • Multiple concurrent sessions (Cursor + Claude Code + others simultaneously)
  • Dynamic tool management — core tools load by default, enable more via manage_tools
  • Python execution via execute_python action (inline code or .py files)
  • Capability token authentication — enable in project settings for network security

Option B: TypeScript Bridge (stdio — classic setup)

Add to your Claude Desktop / Cursor config file:

Using Clone/Build:

{
  "mcpServers": {
    "unreal-engine": {
      "command": "node",
      "args": ["path/to/Unreal_mcp/dist/cli.js"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject",
        "MCP_AUTOMATION_PORT": "8091"
      }
    }
  }
}

Using NPX:

{
  "mcpServers": {
    "unreal-engine": {
      "command": "npx",
      "args": ["unreal-engine-mcp-server"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject"
      }
    }
  }
}

Configuration

Environment Variables

# Required
UE_PROJECT_PATH="C:/Path/To/YourProject"

# Automation Bridge
MCP_AUTOMATION_HOST=127.0.0.1
MCP_AUTOMATION_PORT=8091

# LAN Access (optional)
# SECURITY: Set to true to allow binding to non-loopback addresses (e.g., 0.0.0.0)
# Only enable if you understand the security implications.
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=false

# Logging
LOG_LEVEL=info  # debug | info | warn | error

# Optional
MCP_CONNECTION_TIMEOUT_MS=5000
MCP_REQUEST_TIMEOUT_MS=120000
ASSET_LIST_TTL_MS=10000

# Optional Prometheus metrics endpoint
# Loopback-only by default. Non-loopback metrics requires both explicit opt-in and a token.
# MCP_METRICS_PORT=9100
# MCP_METRICS_HOST=127.0.0.1
# MCP_METRICS_ALLOW_NON_LOOPBACK=false
# MCP_METRICS_TOKEN=change-me

# Custom content mount points (comma-separated)
# Plugins with CanContainContent register mount points beyond /Game/.
# MCP_ADDITIONAL_PATH_PREFIXES=/ProjectObject/,/ProjectAnimation/

LAN Access Configuration

By default, the automation bridge only binds to loopback addresses (127.0.0.1) for security. To enable access from other machines on your network:

TypeScript (MCP Server):

MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true
MCP_AUTOMATION_HOST=0.0.0.0

Unreal Engine Plugin:

  1. Go to Edit → Project Settings → Plugins → MCP Automation Bridge
  2. Under Security, enable "Allow Non Loopback"
  3. Under Connection, set "Listen Host" to 0.0.0.0
  4. Restart the editor

⚠️ Security Warning: Enabling LAN access exposes the automation bridge to your local network. Only use on trusted networks with appropriate firewall rules. Enable capability token authentication (Require Capability Token in project settings) to prevent unauthorized access when using LAN mode.


Available Tools

23 exposed MCP tools in broad all-tools mode. Related actions live directly on their parent tools so clients load less context without losing capabilities.

Core Tools
ToolDescription
manage_assetAssets, Materials, Render Targets, Behavior Trees
manage_blueprintBlueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations
control_actorSpawn, delete, transform, physics, tags
control_editorPIE, Camera, viewport, screenshots
manage_levelLoad/save, streaming, lighting
system_controlUBT, Tests, Logs, Project Settings, CVars, Python Execution
inspectObject Introspection
manage_toolsDynamic tool management (enable/disable at runtime)
World Building
ToolDescription
build_environmentLandscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences
manage_level_structureLevels, sublevels, World Partition, streaming, data layers, HLOD, volumes
manage_geometryProcedural mesh creation and editing with Geometry Script
manage_pcgPCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings
Gameplay Systems
ToolDescription
animation_physicsAnimation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK
manage_effectNiagara, particles, debug shapes, GPU simulations
manage_gasGameplay Ability System: abilities, effects, attributes
manage_characterCharacter creation, movement, advanced locomotion
manage_combatWeapons, projectiles, damage, melee combat
manage_aiAI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding
manage_inventoryItems, equipment, loot tables, crafting
manage_interactionInteractables, destructibles, triggers
Utility
ToolDescription
manage_audioAudio Assets, Components, Sound Cues, MetaSounds, Attenuation
manage_sequenceSequencer, cinematics, bindings, tracks, playback, keyframes
manage_networkingReplication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings
### Supported Asset Types

Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees


Docker

docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp

Documentation

DocumentDescription
Handler MappingsTypeScript to C++ routing
Plugin ExtensionC++ plugin architecture
Testing GuideHow to run and write tests
RoadmapDevelopment roadmap

Development

npm run build       # Build TypeScript
npm run lint        # Run ESLint
npm run test:unit   # Run unit tests
npm run test:all    # Run all tests

Community

ResourceDescription
Project RoadmapTrack roadmap progress and priorities
DiscussionsAsk questions, share ideas, get help
IssuesReport bugs and request features

Contributing

Contributions welcome! Please:

  • Include reproduction steps for bugs
  • Keep PRs focused and small
  • Follow existing code style

License

MIT — See LICENSE

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Configuration

LOG_LEVEL

Logging level: debug, info, warn, error (default: info)

MCP_ROUTE_STDOUT_LOGS

Route standard output to standard error to avoid protocol corruption (default: true)

UE_PROJECT_PATH

Absolute path to your Unreal .uproject file

UE_EDITOR_EXE

Path to UnrealEditor-Cmd.exe (optional)

UE_SCREENSHOT_DIR

Directory to save screenshots (optional)

MCP_AUTOMATION_PORT

Automation bridge WebSocket port (default: 8091)

MCP_AUTOMATION_HOST

Automation bridge WebSocket host (default: 127.0.0.1). Set to 0.0.0.0 for LAN access (requires MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true)

MCP_AUTOMATION_ALLOW_NON_LOOPBACK

SECURITY: Allow binding to non-loopback addresses (e.g., 0.0.0.0) for LAN access. Only enable if you understand the security implications. (default: false)

MCP_AUTOMATION_CLIENT_MODE

Run as client connecting to UE (false) or server listening for UE (true) (default: false)

MCP_AUTOMATION_USE_TLS

Use wss:// for the automation bridge client connection (default: false)

MCP_CONNECTION_TIMEOUT_MS

Connection timeout in milliseconds (default: 5000)

MCP_REQUEST_TIMEOUT_MS

Request timeout in milliseconds (default: 30000)

MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTE

Max inbound automation bridge messages per minute before disconnect (default: 600)

MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE

Max inbound automation request messages per minute before disconnect (default: 120)

Categories
Design & CreativeAutomation & Workflows
Registryactive
Packageunreal-engine-mcp-server
TransportSTDIO
Resources6
Tools verifiedJun 10, 2026
UpdatedJun 5, 2026
View on GitHub

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