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.
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-serverRun 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.
Verified live against the running server on Jun 10, 2026.
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 paramsDynamic 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.
toolsarrayaction*stringlist_tools · list_categories · enable_tools · disable_tools · enable_category · disable_categoryparamsobjectcategorystringmanage_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 paramsCreate/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...
xnumberynumbertagstringcodestringnamestringpathstringposXnumberposYnumbersavebooleantagsarraytypestringdepthnumberforcebooleangammanumbergroupstringlimitnumberpathsarrayscalenumberspeednumbervaluevaluewidthnumberaction*stringlist · import · duplicate · duplicate_asset · rename · rename_assetamountnumberconstAnumberconstBnumberdomainstringendPinstringformatstringheightnumberinputsarraylayersarraylevelsnumbernodeIdstringoffsetnumberparamsobjectprefixstringradiusnumberspeedXnumberspeedYnumbersuffixstringchannelstringinBlacknumberinWhitenumberlodBiasnumbernewNamestringnodeIdsarrayoctavesnumberopacitynumberpatternstringpinNamestringsamplesnumberuTilingnumbervTilingnumberlodCountnumbermaxDepthnumbermeshPathstringmetadataobjectnewWidthnumbernodeTypestringstrengthnumbertwoSidedbooleanassetPathstringblendModestringblendTypestringdirectionstringdirectorystringinputNamestringinputTypestringlayerNamestringnewHeightnumberoperationstringoverwritebooleanrecursivebooleansourcePinstringtargetPinstringassetPathsarrayclassNamesarraydownstreambooleanfolderPathstringoutputTypestringredTexturestringreportTypestringsearchTextstringsourcePathstringbaseTexturestringblueTexturestringcurvePointsarraydescriptionstringneverStreambooleanorphansOnlybooleanreplaceTextstringreplacementstringstartNodeIdstringtexturePathstringblendTexturestringdefaultValuevaluefilterMethodstringfunctionPathstringgreenTexturestringinstancePathstringmaterialPathstringpackagePathsarrayshadingModelstringsourceNodeIdstringtargetNodeIdstringtextureGroupstringcheckoutFilesbooleandirectoryPathstringparameterNamestringparameterTypestringsourceTexturestringmaterialDomainstringparentMaterialstringrecursivePathsbooleancoordinateIndexnumberdestinationPathstringfixupRedirectorsbooleanrecursiveClassesbooleanshowConfirmationbooleanadditionalOutputsarraystreamingPrioritynumbercompressionSettingsstringvirtualTextureStreamingbooleanmanage_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 paramsCreate 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...
xnumberynumbernamestringpathstringposXnumberposYnumbersizenumbertextstringtimenumberanglenumberdeltanumberscalearrayshearobjecttitlestringvaluevaluewidthnumberaction*stringcreate · create_blueprint · get_blueprint · get · compile · add_componentfolderstringheightnumberinputsarraynodeIdstringparamsobjectpresetstringzOrdernumbernewNamestringoldNamestringoptionsarrayoutputsarraypaddingobjectpercentnumberpinNamestringstretchstringNone · Fill · ScaleToFit · ScaleToFitX · ScaleToFitY · ScaleToFillattachTostringautoWrapbooleancategorystringclippingstringInherit · ClipToBounds · ClipToBoundsWithoutIntersecting · ClipToBoundsAlways · OnDemanddurationnumberfadeTimenumberfontSizenumbergridSizeobjecthintTextstringisPublicbooleanlinkedTostringlocationarraymaxValuenumbermeshPathstringmetadataobjectminValuenumbernodeGuidstringnodeNamestringnodeTypestringplayModestringforward · reverse · pingpongpositionobjectrotationarrayrowCountnumbersavePathstringslotNamestringstepSizenumbertoNodeIdstringalignmentobjectanchorMaxobjectanchorMinobjectbrushSizeobjecteventNamestringeventTypestringgraphNamestringinputTypestringsingle · multiisCheckedbooleanisEnabledbooleanisMarqueebooleanloopCountnumbernewParentstringsourcePinstringtargetPinstringtimeoutMsnumbertoPinNamestringtrackTypestringtransform · color · opacity · renderOpacity · materialwrapWidthnumberactionPathstringbrushColorobjectfromNodeIdstringmemberNamestringoperationsarrayparametersarrayparentNamestringparentSlotstringpropertiesobjectsourceNodestringtargetNodestringvisibilitystringVisible · Collapsed · Hidden · HitTestInvisible · SelfHitTestInvisiblewidgetPathstringcolumnCountnumberfromPinNamestringmemberClassstringorientationstringHorizontal · VerticalparentClassstringpreviewSizestring1080p · 720p · mobile · customslotPaddingobjecttargetClassstringtexturePathstringtranslationobjectapplyAndSavebooleandefaultValuevaluefunctionNamestringisReplicatedbooleanmaterialPathstringpromptFormatstringpropertyNamestringsegmentCountnumbersettingsTypestringvideo · audio · controls · gameplay · allvariableNamestringvariableTypestringanimationNamestringbindingSourcestringblueprintPathstringblueprintTypestringcomponentNamestringcomponentTypestringinputAxisNamestringinterpolationstringlinear · cubic · constantpropertyValuevaluewidthOverridenumbercomponentClassstringheightOverridenumberselectedOptionstringcolorAndOpacityobjectcustomEventNamestringinputActionPathstringminDesiredWidthnumberparentComponentstringshowSpeakerNamebooleaninnerSlotPaddingobjectminDesiredHeightnumbersaveAfterCompilebooleanstretchDirectionstringBoth · DownOnly · UpOnlyexplicitWrapWidthbooleanonHoveredFunctionstringincludeProgressBarbooleanuserSpecifiedScalenumberalwaysShowScrollbarbooleanfillColorAndOpacityobjectminDesiredSlotWidthnumberonUnhoveredFunctionstringscrollBarVisibilitystringVisible · Collapsed · AutoinputActionAssetPathstringmaxVisibleObjectivesnumberminDesiredSlotHeightnumbercontrol_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 paramsSpawn 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,...
tagstringnamestringforceobjectlimitnumberscaleobjectvaluevalueaction*stringspawn · spawn_actor · spawn_blueprint · delete · destroy_actor · delete_by_tagfilterstringoffsetobjectparamsobjectnewNamestringvisiblebooleanlocationobjectmeshPathstringrotationobjectactorNamestringargumentsvalueclassNamestringclassPathstringvariablesobjectactorClassstringactorNamesarraychildActorstringpropertiesobjectparentActorstringfunctionNamestringmaterialPathstringmaterialSlotintegerpropertyNamestringsnapshotNamestringallComponentsbooleanblueprintPathstringcomponentNamestringcomponentTypestringmaterialIndexintegercollisionEnabledbooleancontrol_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 paramsStart/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,...
xnumberynumberidstringfovnumberkeystringmodestringnamestringpathstringstatstringtypestringspeednumberstepsintegerwidthnumberaction*stringplay · stop · stop_pie · pause · resume · ejectbuttonstringheightnumberparamsobjectcommandstringenabledbooleancategorystringfilenamestringlocationobjectmetadataobjectrealtimebooleanrotationobjectviewModestringactorNamestringassetPathstringblendTimenumberdeltaTimenumberinputTypestringlevelPathstringobjectPathstringresolutionstringinputActionstringpreferencesobjectbookmarkNamestringreturnBase64booleanincludeMetadatabooleanmanage_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 paramsLoad/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...
namestringpathstringcolorarrayaction*stringload · load_level · save · save_level · save_as · save_level_asparamsobjectnewNamestringqualitystringlocationobjectmetadataobjectrotationobjectsavePathstringtemplatestringassetPathstringintensitynumberlevelNamestringlevelPathstringlightTypestringDirectional · Point · Spot · Rect · DirectionalLight · PointLightoverwritebooleanstreamingbooleantimeoutMsnumberexportPathstringlevelPathsarrayparentPathstringsourcePathstringtargetPathstringpackagePathstringparentLevelstringsubLevelPathstringsublevelPathstringshouldBeLoadedbooleandestinationPathstringshouldBeVisiblebooleanstreamingMethodstringsaveDirtyPackagesbooleanuseWorldPartitionbooleanbuild_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 paramsBuild 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...
hournumbermaxXnumbermaxYnumberminXnumberminYnumbernamestringpathstringsavebooleanseednumbertimenumbertoolstringcountnumbernamesarraysizeXnumbersizeYnumberspeednumberwidthnumberaction*stringcreate_landscape · sculpt · sculpt_landscape · add_foliage · paint_foliage · create_procedural_terrainassetsarrayboundsobjectmethodstringparamsobjectpointsarrayradiusnumberregionobjectazimuthnumberdensitynumberenabledbooleanfalloffnumbernumLODsnumberqualitystringspacingnumberfilenamestringhardnessnumberlocationobjectmaterialstringmaxScalenumbermeshPathstringminScalenumberpositionobjectrotationobjectsettingsobjectstrengthnumbertileSizenumberactorNamestringactorPathstringamplitudenumbercurvePathstringdirectionobjectelevationnumberintensitynumberlayerNamestringlightTypestringlocationsarrayoperationstringpointTypestringrandomYawbooleanremoveAllbooleanskipFlushbooleansteepnessnumbertimeoutMsnumberassetPathsarrayheightDataarrayoutputPathstringpointIndexnumberpointScaleobjectsplineTypestringstaticMeshstringtransformsarrayvolumeNamestringwaveHeightnumberwaveLengthnumberbClosedLoopbooleancubemapPathstringfoliageTypestringforwardAxisstringheightScalenumbersectionSizenumbertargetActorstringcullDistancenumberfoliageTypesarrayleaveTangentobjectmaterialPathstringpropertyNamestringsubdivisionsnumberalignToNormalbooleanalignToSplinebooleanarriveTangentobjectblueprintPathstringcomponentNamestringheightmapPathstringinitialPointsarraylandscapeNamestringlandscapePathstringlayerInfoPathstringmaterialIndexnumbermaxBrightnessnumberminBrightnessnumbernoWeightBlendbooleanpointRotationobjectpropertyValuevaluerotationRangeobjectupdateNormalsbooleanwaterBodyNamestringcomponentCountobjectrandomizeScalebooleanfoliageTypePathstringquadsPerSectionnumberuseRandomOffsetbooleancollisionEnabledbooleancompensationValuenumberrandomOffsetRangenumberrandomizeRotationbooleanskyLightIntensitynumberlandscapeActorPathstringparticleSystemPathstringphysicalMaterialPathstringsectionsPerComponentnumberanimation_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 paramsAuthor 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...
yawnumberaxisstringmassnumbernamestringpathstringsavebooleantimenumberbodyAstringbodyBstringframenumberpitchnumberscaleobjectvaluevalueaction*stringcreate_animation_blueprint · create_animation_bp · create_anim_blueprint · create_blend_space · create_blend_space_1d · create_blend_space_2dassetsarraycenterobjectdeltasarraylengthnumberlimitsobjectparamsobjectradiusnumbersuffixstringtoStatestringweightsarrayaxisNamestringbodyTypestringboneNamestringendFramenumberlocationobjectlodIndexnumbermaxValuenumberminValuenumbernodeNamestringplayRatenumberrotationobjectsavePathstringslotNamestringactorNamestringartifactsarrayassetPathstringblendTimenumberblendTypestringcacheNamestringcurveNamestringframeRatenumberfromStatestringnumFramesnumberoverwritebooleanstartTimenumberstateNamestringthresholdnumbertoSectionstringboneTracksarraylayerSetuparraymarkerNamestringnotifyNamestringoutputPathstringsocketNamestringstartFramenumbertrackIndexnumberfromSectionstringmachineNamestringmontagePathstringnewBoneNamestringparentClassstringprofileNamestringsampleValuenumbersectionNamestringsourceChainstringtargetChainstringvehicleTypestringassignToMeshbooleanbasePoseTypestringpropertyNamestringrootBoneNamestringskeletonPathstringanimationPathstringbasePoseFramenumberblueprintPathstringforceRootLockbooleanlinearDampingnumberrelativeScaleobjectangularDampingnumberattachBoneNamestringconstraintNamestringparentBoneNamestringremoveChildrenbooleansourceBoneNamestringsourceMeshPathstringsourceSkeletonstringtargetBoneNamestringtargetMeshPathstringtargetSkeletonstringdragCoefficientnumbermorphTargetNamestringmorphTargetPathstringsimulatePhysicsbooleansourceIKRigPathstringtargetIKRigPathstringadditiveAnimTypestringcollisionEnabledbooleanenableRootMotionbooleanphysicsAssetNamestringphysicsAssetPathstringrelativeLocationobjectrelativeRotationobjectskeletalMeshPathstringstateMachineNamestringinterpolationTypestringcompileReferencersbooleanrootMotionRootLockstringrebuildBlendParametersbooleansystem_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 paramsControl 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...
keystringcodestringfilestringmodestringeditor_viewport · game_viewport · full_editor_windownamestringpathstringtextstringtypestringCPU · GPU · Memory · RenderThread · GameThread · Alllevelnumberpathsarrayscalenumbervaluestringwidthnumberaction*stringprofile · show_fps · set_quality · screenshot · set_resolution · set_fullscreenactorsarrayfilterstringheightnumbermaxFPSnumberparamsobjecttargetstringvolumenumbercommandstringenabledbooleanlodBiasnumbermessagestringsectionstringcategorystringcellSizenumberchannelsstringdetailedbooleandurationnumberfilenamestringforceLODnumbermetadataobjectplatformstringpoolSizenumbersavePathstringwidgetIdstringwindowedbooleanargumentsstringassetPathstringrecursivebooleanchildClassstringoutputPathstringparentNamestringresolutionstringwidgetPathstringmergeActorsbooleanpackageNamestringprofileTypestringcategoryNamestringreturnBase64booleanconfigurationstringenableBatchingbooleanincludeMetadatabooleanenableInstancingbooleanstreamingDistancenumberboostPlayerLocationbooleanreplaceSourceActorsbooleanmanage_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 paramsEdit 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...
endnumbernamestringpathstringsolobooleanframenumbermutedbooleanspeednumberstartnumbervalueobjectaction*stringcreate · open · add_camera · add_actor · add_actors · remove_actorslockedbooleanparamsobjectnewNamestringendFramenumberloopModestringmetadataobjectpropertystringactorNamestringclassNamestringframeRatestringspawnablebooleanstartTimenumbertrackNamestringtrackTypestringactorNamesarrayresolutionstringstartFramenumberplaybackEndnumberplaybackStartnumberlengthInFramesnumberdestinationPathstringinspectInspect 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 paramsInspect 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...
tagstringnamestringvaluevalueaction*stringinspect_object · get_actor_details · get_blueprint_details · get_mesh_details · get_texture_details · get_material_detailsfilterstringparamsobjectdetailedbooleanactorNamestringclassNamestringclassPathstringobjectPathstringpropertyNamestringpropertyPathstringsnapshotNamestringblueprintPathstringcomponentNamestringpropertyNamesarraycomponentNamesarraymanage_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 paramsPlay/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,...
namestringpathstringsavebooleansizeobjectpitchnumberaction*stringcreate_sound_cue · play_sound_at_location · play_sound_2d · create_audio_component · create_sound_mix · push_sound_mixenablebooleanparamsobjectvolumenumberenabledbooleanloopingbooleanmixNamestringfadeTimenumberfadeTypestringlocationobjectnodeTypestringrotationobjectwavePathstringactorNamestringassetPathstringinputNamestringinputTypestringsoundNamestringsoundPathstringsourcePinstringstartTimenumbertargetPinstringeffectTypestringfadeInTimenumberoutputNamestringoutputTypestringpropertiesobjectsourceNodestringtargetNodestringwindowSizenumberfadeOutTimenumberfalloffModestringinnerRadiusnumberparentClassstringspeakerPathstringanalysisTypestringdefaultValuevaluereverbEffectstringsourceNodeIdstringtargetNodeIdstringtargetVolumenumbercomponentNamestringvelocityScalenumbersoundClassNamestringsoundClassPathstringspatializationstringvolumeAdjusternumberattachPointNamestringattenuationPathstringconcurrencyPathstringfalloffDistancenumbertargetInputNamestringattenuationShapestringdopplerIntensitynumberenableReverbSendbooleansourceOutputNamestringreverbDistanceMaxnumberreverbDistanceMinnumberreverbWetLevelMaxnumberreverbWetLevelMinnumberocclusionFilterScalenumberocclusionVolumeScalenumberlowPassFilterFrequencynumberocclusionInterpolationTimenumbermanage_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 paramsCreate 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...
capbooleanaxisstringX · Y · Znamestringpathstringanglenumbercountnumberdepthnumberscaleobjectstepsnumberwidthnumberaction*stringcreate_box · create_sphere · create_cylinder · create_cone · create_capsule · create_torusamountnumbercenterobjectheightnumberoffsetobjectparamsobjectradiusnumberweightnumberuvScaleobjectdistancenumberkeepToolbooleanlocationobjectlodCountnumberlodIndexnumbermidpointnumbernumRingsnumbernumSidesnumbernumStepsnumbernumTurnsnumberpositionobjectrotationobjectsegmentsnumberstrengthnumberuvOffsetobjectactorNamestringassetPathstringhullCountnumberstepDepthnumberstepWidthnumbertoolActorstringuvChannelnumberdimensionsobjectiterationsnumberkeepInsidebooleanoutputPathstringstepHeightnumberheightScalenumberinnerRadiusnumberscreenSizesarraytargetActorstringtexturePathstringmaxHullCountnumbermaxHullVertsnumberweldDistancenumbercollisionTypestringDefault · Simple · Complex · UseComplexAsSimple · UseSimpleAsComplexdepthSegmentsnumberhardEdgeAnglenumberhullPrecisionnumbertrimActorNamestringwidthSegmentsnumberheightSegmentsnumberradialSegmentsnumbersplineActorNamestringtargetHullCountnumbertrianglePercentnumberrecomputeNormalsbooleanreductionPercentnumbertargetEdgeLengthnumberlatticeResolutionnumberrecomputeTangentsbooleanmaxVerticesPerHullnumbertargetTriangleCountnumbersimplificationFactornumbercomputeWeightedNormalsbooleanmanage_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 paramsCreate, 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...
xnumberynumbernamestringpathstringposXnumberposYnumbersavebooleanwaitbooleanforcebooleanscopestringworld · componenttitlestringaction*stringcreate_pcg_graph · create_pcg_subgraph · add_pcg_node · connect_pcg_pins · set_pcg_node_settings · add_landscape_data_nodenodeIdstringparamsobjectgridSizenumbermeshPathstringnodeNamestringnodeTypestringsettingsobjectactorNamestringassetPathstringclassPathstringgraphPathstringinputNamestringoverwritebooleansourcePinstringtargetPinstringtimeoutMsnumberactorClassstringoutputNamestringtexturePathstringsourceNodeIdstringsubgraphPathstringtargetNodeIdstringcomponentNamestringcomponentPathstringsettingsClassstringcreateComponentbooleanparentGraphPathstringmanage_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 paramsNiagara 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,...
massnumbernamestringpathstringsavebooleancolorvalueresetbooleanshapestringstepsintegervaluevalueaction*stringparticle · niagara · debug_shape · spawn_niagara · create_dynamic_light · create_niagara_systemfilterstringnodeIdstringparamsobjectpresetstringradiusnumbersystemstringdensitynumberemitterstringdurationnumberfrictionnumberlifetimenumberlocationobjectmeshPathstringsavePathstringsizeModestringvelocityobjectactorNamestringalignmentstringassetPathstringburstTimenumbercolorModestringdeltaTimenumbereventNamestringeventTypestringforceTypestringintensitynumberlightTypestringshapeTypestringspawnRatenumberstageNamestringtimeoutMsnumberburstCountnumberextinctionnumberfacingModestringmodulePathstringscatteringnumberscriptTypestringsystemNamestringsystemPathstringautoConnectbooleanemitterNamestringemitterPathstringforceVectorobjectlightRadiusnumberrestitutionnumberuniformSizenumberaccelerationobjectcameraOffsetnumbereventPayloadarraymaterialPathstringspawnOnEventbooleanspawnPerUnitnumbervelocityModestringattachToActorstringcollisionModestringforceStrengthnumberkillConditionstringparameterNamestringparameterTypestringsourceBindingstringdieOnCollisionbooleanparameterValuevalueeventSpawnCountnumberemitterPropertiesobjectfixedBoundsEnabledbooleandeterministicEnabledbooleanstageIterationSourcestringmanage_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 paramsCreate 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,...
namestringpathstringaction*stringadd_ability_system_component · configure_asc · create_attribute_set · add_attribute · set_attribute_base_value · set_attribute_clampingcueTagstringparamsobjectperiodnumbercuePathstringcueTypestringStatic · ActortagNamestringdurationnumbermaxValuenumberminValuenumbertaskTypestringWaitDelay · WaitInputPress · WaitInputRelease · WaitGameplayEvent · WaitTargetData · WaitConfirmCancelaoeRadiusnumberassetPathstringbaseValuenumberclampModestringNone · Min · Max · MinMaxdecalPathstringsoundPathstringeffectPathstringabilityPathstringabilityTagsarraygrantedTagsarrayremovalTagsarraytargetRangenumbertriggerTypestringOnActive · WhileActive · Executed · OnRemovedefaultValuevaluedurationTypestringInstant · Infinite · HasDurationimmunityTagsarraystackingTypestringNone · AggregateBySource · AggregateByTargetattributeNamestringattributeTypestringHealth · MaxHealth · Mana · MaxMana · Stamina · MaxStaminablueprintPathstringcomponentNamestringmodifierIndexnumbertargetingModestringNone · SingleTarget · AOE · Directional · Ground · ActorPlacementcostEffectPathstringsetByCallerTagstringcameraShakePathstringreplicationModestringFull · Minimal · MixedstackLimitCountnumbertargetAttributestringactivationPolicystringOnInputPressed · WhileInputActive · OnSpawn · OnGivenattributeSetPathstringcalculationClassstringinstancingPolicystringNonInstanced · InstancedPerActor · InstancedPerExecutionmodifierMagnitudenumbermodifierOperationstringAdd · Multiply · Divide · OverridecooldownEffectPathstringparticleSystemPathstringactivationBlockedTagsarrayblockAbilitiesWithTagarraystackExpirationPolicystringClearEntireStack · RemoveSingleStackAndRefreshDuration · RefreshDurationactivationRequiredTagsarraycancelAbilitiesWithTagarraystackPeriodResetPolicystringResetOnSuccessfulApplication · NeverResetapplicationRequiredTagsarraymagnitudeCalculationTypestringScalableFloat · AttributeBased · SetByCaller · CustomCalculationClassstackDurationRefreshPolicystringRefreshOnSuccessfulApplication · NeverRefreshmanage_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 paramsCreate 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...
namestringpathstringaction*stringcreate_character_blueprint · configure_capsule_component · configure_mesh_component · configure_camera_component · configure_movement_speeds · configure_jumpmodeIdnumberparamsobjectflySpeednumbermodeNamestringrunSpeednumbercanCrouchbooleanswimSpeednumberwalkSpeednumberairControlnumberclimbSpeednumberjumpHeightnumbermeshOffsetobjectslideSpeednumbervaultDepthnumbercrouchSpeednumbercustomSpeednumberparentClassstringCharacter · ACharacter · PlayerCharacter · AICharactersprintSpeednumbersurfaceTypestringDefault · Concrete · Grass · Dirt · Metal · WoodvaultHeightnumberaccelerationnumberclimbableTagstringdecelerationnumbergrappleRangenumbergrappleSpeednumbergravityScalenumberjumpHoldTimenumbermantleHeightnumbermaxJumpCountnumbermeshRotationobjectrotationRatenumberwallRunSpeednumberblueprintPathstringcapsuleRadiusnumberparticleScalenumberslideCooldownnumberslideDurationnumbergroundFrictionnumbernavAgentHeightnumbernavAgentRadiusnumberfootstepEnabledbooleanspringArmLengthnumberwallRunDurationnumberavoidanceEnabledbooleangrappleTargetTagstringorientToMovementbooleanskeletalMeshPathstringvolumeMultipliernumberanimBlueprintPathstringcapsuleHalfHeightnumberspringArmLagSpeednumbercrouchedHalfHeightnumberfootstepSocketLeftstringbrakingDecelerationnumberfootstepSocketRightstringmantleReachDistancenumberspringArmLagEnabledbooleanwallRunGravityScalenumberfootstepTraceDistancenumberfallingLateralFrictionnumberuseControllerRotationYawbooleanuseControllerRotationRollbooleanuseControllerRotationPitchbooleancameraUsePawnControlRotationbooleanmanage_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 paramsCreate 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...
namestringpathstringrangenumberaction*stringcreate_weapon_blueprint · configure_weapon_mesh · configure_weapon_sockets · set_weapon_stats · configure_hitscan · configure_projectileadsFovnumberparamsobjectspreadnumbermaxAmmonumberadsSpeednumberammoTypestringdurationnumberfireRatenumbermaxHealthnumbermaxShieldnumberrecoilYawnumberadsEnabledbooleanarmorValuenumberbaseDamagenumberdamageTypestringeffectTypestringhealAmountnumberhitboxSizeobjecthitboxTypestringCapsule · Box · SpherereloadTimenumberammoPerShotnumberrecoilPitchnumbertracerSpeednumberdamageAmountnumberinfiniteAmmobooleanmagazineSizenumbershieldAmountnumberstartingAmmonumberswitchInTimenumbertraceChannelstringVisibility · Camera · Weapon · CustomblueprintPathstringbounceEnabledbooleandamageImpulsenumberhomingEnabledbooleanmaxComboCountnumbershellLifespannumbershellMeshPathstringspreadPatternstringRandom · Fixed · FixedWithRandom · ShotgunswitchOutTimenumberhitboxBoneNamestringhitscanEnabledbooleanparryWindowEndnumberrecoilRecoverynumberspreadIncreasenumberspreadRecoverynumberweaponMeshPathstringattachmentSlotsarraycollisionRadiusnumbercomboWindowTimenumberdamagePerSecondnumberdamageReductionnumberimpactDecalPathstringimpactSoundPathstringmuzzleSoundPathstringprojectileClassstringprojectileSpeednumbershieldRegenRatenumberblockStaminaCostnumberdamageMultipliernumberhitPauseDurationnumberisDamageZoneHeadbooleanmeleeTraceRadiusnumbermuzzleFlashScalenumbermuzzleSocketNamestringparryWindowStartnumbershieldRegenDelaynumbercriticalMultipliernumberejectionSocketNamestringequipAnimationPathstringheadshotMultipliernumberhitReactionMontagestringhomingAccelerationnumberimpactParticlePathstringparryAnimationPathstringprojectileLifespannumberprojectileMeshPathstringshellEjectionForcenumbertracerParticlePathstringadsSpreadMultipliernumberbounceVelocityRationumberhitReactionStunTimenumbermeleeTraceEndSocketstringreloadAnimationPathstringblockDamageReductionnumberhitPauseTimeDilationnumberunequipAnimationPathstringweaponTrailEndSocketstringmeleeTraceStartSocketstringprojectileGravityScalenumberweaponTrailStartSocketstringmuzzleFlashParticlePathstringweaponTrailParticlePathstringmanage_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 paramsBuild 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:...
xnumberynumbernamestringpathstringsavebooleanvaluevalueaction*stringcreate_ai_controller · assign_behavior_tree · assign_blackboard · create_blackboard_asset · add_blackboard_key · set_key_instance_syncednodeIdstringoffsetobjectparamsobjectteamIdnumbercommentstringenabledbooleankeyNamestringkeyTypestringBool · Int · Float · Vector · Rotator · ObjecttoStatestringareaCostnumbercellSizenumberendPointobjectlinkTypestringsimple · smartlocationobjectnodeTypestringrotationobjectsavePathstringtaskTypestringMoveTo · MoveDirectlyToward · RotateToFaceBBEntry · Wait · WaitBlackboardTime · PlayAnimationtestTypestringDistance · Dot · GameplayTags · Overlap · Pathfinding · PathfindingBatchactorNamestringareaClassstringassetPathstringdirectionstringBothWays · LeftToRight · RightToLeftfromStatestringnodeClassstringqueryPathstringslotIndexnumberstateNamestringstateTypestringtestIndexnumbercellHeightnumberconfigPathstringpropertiesobjectsnapRadiusnumberspawnCountnumberstartPointobjecttileSizeUUnumberagentHeightnumberagentRadiusnumberchildNodeIdstringcontextTypestringQuerier · Item · EnvQueryContext_BlueprintBase · CustomenableSightbooleanlinkEnabledbooleanserviceTypestringDefaultFocus · RunEQS · CustomsightConfigobjectsightRadiusnumbersubnodeTypestringDecorator · ServicetriggerTypestringdamageConfigobjectenableDamagebooleanhearingRangenumberparentNodeIdstringtestSettingsobjectagentMaxSlopenumberblueprintPathstringcomponentNamestringcompositeTypestringSelector · Sequence · Parallel · SimpleParalleldecoratorTypestringBlackboard · BlackboardBased · CompareBBEntries · Cooldown · ConeCheck · DoesPathExistdominantSensestringSight · Hearing · Damage · Touch · NoneenableHearingbooleangeneratorTypestringActorsOfClass · CurrentLocation · Donut · OnCircle · PathingGrid · SimpleGridhearingConfigobjectminRegionAreanumberstateTreePathstringblackboardPathstringcontrollerPathstringdefinitionPathstringfailsafeExtentobjectfocusActorNamestringobstacleExtentobjectobstacleOffsetobjectagentStepHeightnumberbaseObjectClassstringbroadcastRadiusnumberloseSightRadiusnumbermergeRegionSizenumberparentStateNamestringbehaviorTreePathstringenabledAreaClassstringisInstanceSyncedbooleanbroadcastIntervalnumberdisabledAreaClassstringgeneratorSettingsobjectobstacleAreaClassstringbCreateBoxObstaclebooleanperipheralVisionAnglenumbermaxSimplificationErrornumbermanage_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 paramsCreate 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,...
namestringpathstringsavebooleanslotsarraytiersarrayaction*stringcreate_item_data_asset · set_item_properties · create_item_category · assign_item_category · create_inventory_component · configure_inventory_slotsparamsobjectpromptstringbobbingbooleaniconPathstringitemPathstringquantitynumberrotationbooleanactorPathstringcraftTimenumberdropCountnumbermaxWeightnumberslotCountnumberstackablebooleandropRadiusnumberentryIndexnumberglowEffectbooleanlootWeightnumberpickupPathstringpropertiesobjectrecipePathstringreplicatedbooleandropOnDeathbooleanmaxQuantitynumberminQuantitynumberrecipePathsarrayrespawnTimenumberrespawnablebooleanstationPathstringstationTypestringuniqueItemsbooleancategoryPathstringenableWeightbooleanmaxStackSizenumberabilityGrantsbooleanblueprintPathstringcomponentNamestringdefaultSocketstringlootTablePathstringrequiredLevelnumberstatModifiersbooleanattachToSocketbooleanoutputItemPathstringoutputQuantitynumberpassiveEffectsbooleaninteractionTypestringOverlap · Interact · Key · HoldrequiredStationstringencumberanceSystembooleaningredientItemPathstringreplicationConditionstringNone · OwnerOnly · SkipOwner · SimulatedOnly · AutonomousOnly · CustomencumberanceThresholdnumbercraftingSpeedMultipliernumbermanage_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 paramsCreate 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,...
namestringaction*stringcreate_interaction_component · configure_interaction_trace · configure_interaction_widget · add_interaction_events · create_interactable_interface · create_door_actorfolderstringlockedbooleanparamsobjectdoorPathstringopenTimenumberactorNamestringautoClosebooleancanTogglebooleanchestPathstringopenAnglenumberresetTimenumbertraceTypestringline · sphere · boxswitchPathstringswitchTypestringbutton · lever · pressure_plate · togglerequiresKeybooleanshowOnHoverbooleantraceRadiusnumbertriggerPathstringwidgetClassstringtriggerShapestringbox · sphere · capsuleblueprintPathstringcomponentNamestringlootTablePathstringtraceDistancenumberautoCloseDelaynumbershowPromptTextbooleanpromptTextFormatstringmanage_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 paramsConfigure 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...
altbooleancmdbooleankeystringctrlbooleannamestringpathstringrolestringROLE_None · ROLE_SimulatedProxy · ROLE_AutonomousProxy · ROLE_Authoritysavebooleanmutedbooleanscalenumbershiftbooleanaction*stringset_property_replicated · set_replication_condition · configure_net_update_frequency · configure_net_priority · set_net_dormancy · configure_replication_graphparamsobjectstatesarrayenabledbooleanmapNamestringrpcTypestringServer · Client · NetMulticastaxisNamestringdataTypestringTransform · Vector · Rotator · FloatdormancystringDORM_Never · DORM_Awake · DORM_DormantAll · DORM_DormantPartial · DORM_InitialhudClassstringnumTeamsnumberprioritynumberreliablebooleanteamSizenumberwinScorenumberactorNamestringassetPathstringconditionstringCOND_None · COND_InitialOnly · COND_OwnerOnly · COND_SkipOwner · COND_SimulatedOnly · COND_AutonomousOnlynumRoundsnumberpawnClassstringroundTimenumberteamIndexnumbertimeoutMsnumberactionNamestringactionPathstringcanRespawnbooleanmaxPlayersnumberplayerNamestringreplicatedbooleanserverNamestringserverPortnumberstructNamestringsystemWidebooleanautoBalancebooleanbIsLANMatchbooleanchannelNamestringchannelTypestringTeam · Global · Proximity · PartycontextPathstringmaxRespawnsnumbernetPrioritynumberparentClassstringplayerIndexnumbersessionNamestringtriggerTypestringcontrollerIdnumberforceRespawnbooleanfriendlyFirebooleanfunctionNamestringmodifierTypestringpropertyNamestringrespawnDelaynumberrespawnLivesnumberscorePerKillnumberusePushModelbooleanvariableNamestringvoiceEnabledbooleanbAllowInvitesbooleanbDelayedStartbooleanbUsesPresencebooleanblueprintPathstringexecuteTravelbooleaninterfaceTypestringDefault · LAN · NullmaxClientRatenumberpushToTalkKeystringrepNotifyFuncstringscorePerDeathnumberserverAddressstringsmoothingRatenumbertravelOptionsstringvoiceSettingsobjectalwaysRelevantbooleangameStateClassstringlocalPlayerNumnumberownerActorNamestringscorePerAssistnumberserverPasswordstringspectatorClassstringtargetPlayerIdstringwithValidationbooleanallowSpectatingbooleannetLoadOnClientbooleanrespawnLocationstringPlayerStart · LastDeath · TeamBasespatiallyLoadedbooleansplitScreenTypestringNone · TwoPlayer_Horizontal · TwoPlayer_Vertical · ThreePlayer_FavorTop · ThreePlayer_FavorBottom · FourPlayer_GridusePlayerStartsbooleanbShouldAdvertisebooleandefaultPawnClassstringenablePredictionbooleanintermissionTimenumberplayerStateClassstringattenuationRadiusnumbergameModeBlueprintstringisAutonomousProxybooleanpushToTalkEnabledbooleanreplicateMovementbooleanreplicationPolicystringscorePerObjectivenumberspectatorViewModestringFreeCam · ThirdPerson · FirstPerson · DeathCamattenuationFalloffnumbernetUpdateFrequencynumbercorrectionThresholdnumbercustomSerializationbooleanonlyRelevantToOwnerbooleanpredictionThresholdnumberbAllowJoinInProgressbooleannetServerMaxTickRatenumbernetworkSmoothingModestringDisabled · Linear · ExponentialspawnSelectionMethodstringRandom · RoundRobin · FarthestFromEnemiesuseOwnerNetRelevancybooleanmaxInternetClientRatenumberminNetUpdateFrequencynumberplayerControllerClassstringbUseLobbiesIfAvailablebooleannetCullDistanceSquarednumbernetworkNoSmoothUpdateDistancenumbernetworkMaxSmoothUpdateDistancenumbermanage_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 paramsStructure 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...
savebooleanaction*stringcreate_level · create_sublevel · configure_level_streaming · set_streaming_distance · configure_level_bounds · enable_world_partitionboundsobjectextentobjectfilterstringparamsobjectbEnabledbooleanbUnboundbooleancellSizenumberfadeTimenumbergridNamestringlocationobjectnodeNamestringprioritynumberrotationobjectactorNamestringactorPathstringboxExtentobjectlayerTypestringlevelNamestringlevelPathstringnodeClassstringvolumeNamestringvolumeTypestringblendRadiusnumberblendWeightnumberparentLevelstringbPainCausingbooleanbWaterVolumebooleanboundsExtentobjectboundsOriginobjectcreateVolumebooleandamagePerSecnumbergridCellSizenumberloadingRangenumbernodePositionobjectreverbVolumenumbersphereRadiusnumbersublevelNamestringsublevelPathstringvolumeExtentobjectcapsuleRadiusnumbercullDistancesarraydataLayerNamestringdataLayerTypestringRuntime · EditorfluidFrictionnumberhlodLayerNamestringhlodLayerPathstringinstanceScaleobjectsourcePinNamestringtargetPinNamestringlevelAssetPathstringsourceNodeNamestringstreamingUsagestringLoading · LoadingAndVisibility · VisibilityBlockingOnLoad · BlockingOnLoad · LoadingNotVisibletargetNodeNamestringvolumeLocationobjectbPackBlueprintsbooleancreateIfMissingbooleanloadingDistancenumberpackedLevelNamestringstreamingMethodstringBlueprint · AlwaysLoaded · DisabledbShouldBeVisiblebooleaninstanceLocationobjectinstanceRotationobjectterminalVelocitynumberbPackStaticMeshesbooleancapsuleHalfHeightnumberlevelInstanceNamestringstreamingDistancenumberbIsInitiallyLoadedbooleanbIsSpatiallyLoadedbooleanbShouldBlockOnLoadbooleanbUseExternalActorsbooleanbIsInitiallyVisiblebooleanbAutoCalculateBoundsbooleanbBlockOnSlowStreamingbooleanbCreateWorldPartitionbooleanbEnableWorldPartitionbooleanbDisableDistanceStreamingbooleanA 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++.
| Category | Capabilities |
|---|---|
| Asset Management | Browse, import, duplicate, rename, delete assets; create materials |
| Actor Control | Spawn, delete, transform, physics, tags, components |
| Editor Control | PIE sessions, camera, viewport, screenshots, bookmarks |
| Level Management | Load/save levels, streaming, lighting |
| Animation & Physics | Animation BPs, state machines, ragdolls, vehicles, constraints |
| Visual Effects | Niagara particles, GPU simulations, procedural effects, debug shapes |
| Sequencer | Cinematics, timeline control, camera animations, keyframes |
| Graph Editing | Blueprint, Niagara, Material, and Behavior Tree graph manipulation |
| Audio | Sound cues, audio components, sound mixes, ambient sounds |
| System | Console commands, UBT, tests, logs, project settings, CVars |
Choose your transport:
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
The MCP Automation Bridge plugin is included at Unreal_mcp/plugins/McpAutomationBridge.
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)
Unreal_mcp/plugins/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.
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.
Enable via Edit → Plugins, then restart the editor.
| Plugin | Required For |
|---|---|
| MCP Automation Bridge | All automation operations |
| Python Editor Script Plugin | Python-backed editor automation helpers |
| Editor Scripting Utilities | Asset/Actor subsystem operations |
| Niagara | Visual effects and particle systems |
| Gameplay Abilities | manage_gas operations |
| Smart Objects | AI smart object operations |
| Plugin | Required For |
|---|---|
| Level Sequence Editor | manage_sequence operations |
| Control Rig | animation_physics operations |
| GeometryScripting | manage_geometry operations |
| Behavior Tree Editor | manage_ai Behavior Tree operations |
| Niagara Editor | Niagara authoring |
| Environment Query Editor | AI/EQS operations |
| MetaSound | manage_audio MetaSound authoring |
| StateTree | manage_ai State Tree operations |
| Enhanced Input | manage_networking input mapping operations |
| Chaos Cloth | Cloth simulation |
| Interchange | Asset import/export |
| Data Validation | Data validation |
| PCG | manage_pcg graph authoring and execution when enabled for the build |
| Procedural Mesh Component | Procedural geometry |
| OnlineSubsystem | Session/networking operations |
| OnlineSubsystemUtils | Session/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.
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:
3000)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:
● MCP :3000 (2) in the bottom-right of the editor. Green dot = server running, number in parens = active sessions. Click it to open settings.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:
manage_toolsexecute_python action (inline code or .py files)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"
}
}
}
}
# 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/
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:
0.0.0.0⚠️ 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.
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.
| Tool | Description |
|---|---|
manage_asset | Assets, Materials, Render Targets, Behavior Trees |
manage_blueprint | Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations |
control_actor | Spawn, delete, transform, physics, tags |
control_editor | PIE, Camera, viewport, screenshots |
manage_level | Load/save, streaming, lighting |
system_control | UBT, Tests, Logs, Project Settings, CVars, Python Execution |
inspect | Object Introspection |
manage_tools | Dynamic tool management (enable/disable at runtime) |
| Tool | Description |
|---|---|
build_environment | Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences |
manage_level_structure | Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes |
manage_geometry | Procedural mesh creation and editing with Geometry Script |
manage_pcg | PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings |
| Tool | Description |
|---|---|
animation_physics | Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK |
manage_effect | Niagara, particles, debug shapes, GPU simulations |
manage_gas | Gameplay Ability System: abilities, effects, attributes |
manage_character | Character creation, movement, advanced locomotion |
manage_combat | Weapons, projectiles, damage, melee combat |
manage_ai | AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding |
manage_inventory | Items, equipment, loot tables, crafting |
manage_interaction | Interactables, destructibles, triggers |
| Tool | Description |
|---|---|
manage_audio | Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
manage_sequence | Sequencer, cinematics, bindings, tracks, playback, keyframes |
manage_networking | Replication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings |
Blueprints • Materials • Textures • Static Meshes • Skeletal Meshes • Levels • Sounds • Particles • Niagara Systems • Behavior Trees
docker build -t unreal-mcp .
docker run -it --rm -e UE_PROJECT_PATH=/project unreal-mcp
| Document | Description |
|---|---|
| Handler Mappings | TypeScript to C++ routing |
| Plugin Extension | C++ plugin architecture |
| Testing Guide | How to run and write tests |
| Roadmap | Development roadmap |
npm run build # Build TypeScript
npm run lint # Run ESLint
npm run test:unit # Run unit tests
npm run test:all # Run all tests
| Resource | Description |
|---|---|
| Project Roadmap | Track roadmap progress and priorities |
| Discussions | Ask questions, share ideas, get help |
| Issues | Report bugs and request features |
Contributions welcome! Please:
MIT — See LICENSE
LOG_LEVELLogging level: debug, info, warn, error (default: info)
MCP_ROUTE_STDOUT_LOGSRoute standard output to standard error to avoid protocol corruption (default: true)
UE_PROJECT_PATHAbsolute path to your Unreal .uproject file
UE_EDITOR_EXEPath to UnrealEditor-Cmd.exe (optional)
UE_SCREENSHOT_DIRDirectory to save screenshots (optional)
MCP_AUTOMATION_PORTAutomation bridge WebSocket port (default: 8091)
MCP_AUTOMATION_HOSTAutomation 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_LOOPBACKSECURITY: 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_MODERun as client connecting to UE (false) or server listening for UE (true) (default: false)
MCP_AUTOMATION_USE_TLSUse wss:// for the automation bridge client connection (default: false)
MCP_CONNECTION_TIMEOUT_MSConnection timeout in milliseconds (default: 5000)
MCP_REQUEST_TIMEOUT_MSRequest timeout in milliseconds (default: 30000)
MCP_AUTOMATION_MAX_MESSAGES_PER_MINUTEMax inbound automation bridge messages per minute before disconnect (default: 600)
MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTEMax inbound automation request messages per minute before disconnect (default: 120)
miapre/html-to-figma-design-system
ie3jp/illustrator-mcp-server
coding-solo/godot-mcp
ivanmurzak/unity-mcp
yctimlin/mcp_excalidraw
figma/mcp-server-guide