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Tool Reference

UE-MCP exposes 19 category tools covering 300+ actions. Every tool takes an action parameter that selects the operation, plus action-specific parameters.

Tip

Start with project(action="get_status") to check the connection, then level(action="get_outliner") or asset(action="list") to explore.


project — Project Status, Config INI, C++ Source

Action Description Key Params
get_status Server mode and editor connection status
set_project Switch to a different UE project (auto-deploys bridge) projectPath
get_info Read .uproject file details
read_config Parse an INI config file configName
search_config Search all INI files for a string query
list_config_tags Extract gameplay tags from config
set_config Write to an INI file configName, section, key, value
read_cpp_header Parse a .h file for UCLASS/USTRUCT/UENUM/UPROPERTY/UFUNCTION headerPath
read_module Read C++ module structure and Build.cs moduleName
list_modules List all C++ modules in Source/
search_cpp Search .h/.cpp files for text query, directory?

Note

read_config, read_cpp_header, list_modules, and search_cpp work without the editor (filesystem only).


asset — Asset Management, Import, DataTables, Textures

Action Description Key Params
list List assets in a directory directory?, typeFilter?, recursive?
search Search by name/class/path (supports wildcards) query, directory?, maxResults?
read Read asset via reflection assetPath
read_properties Read specific properties of an asset assetPath, exportName?, propertyName?
duplicate Duplicate an asset sourcePath, destinationPath
rename Rename an asset assetPath, newName
move Move an asset to a new path sourcePath, destinationPath
delete Delete an asset assetPath
save Save asset(s) to disk assetPath? (omit to save all)
import_static_mesh Import static mesh from FBX/OBJ filePath, name?, packagePath?
import_skeletal_mesh Import skeletal mesh from FBX filePath, skeletonPath?
import_animation Import animation from FBX filePath, skeletonPath?
import_texture Import texture from PNG/TGA/EXR/HDR filePath
read_datatable Read DataTable rows assetPath, rowFilter?
create_datatable Create a DataTable name, rowStruct
reimport_datatable Reimport DataTable from JSON assetPath, jsonPath?, jsonString?
list_textures List texture assets directory?, recursive?
get_texture_info Get texture details (size, format, etc.) assetPath
set_texture_settings Set texture properties assetPath, settings

Note

search auto-searches all configured content roots (see Configuration).


blueprint — Reading, Authoring, Compilation

Action Description Key Params
read Read full Blueprint structure assetPath
list_variables List variables with types and flags assetPath
list_functions List functions and graphs assetPath
list_graphs List all graphs in a blueprint (EventGraph, AnimGraph, etc.) assetPath
read_graph Read graph nodes and connections assetPath, graphName
create Create a new Blueprint assetPath, parentClass?
add_variable Add a variable assetPath, name, varType
set_variable_properties Edit variable flags assetPath, name, instanceEditable?, category?
create_function Create a function graph assetPath, functionName
delete_function Delete a function assetPath, functionName
rename_function Rename a function assetPath, oldName, newName
add_node Add a graph node (K2, AnimGraph, any UEdGraphNode subclass) assetPath, nodeClass, graphName?
delete_node Remove a node assetPath, graphName, nodeName
set_node_property Set a node property assetPath, graphName, nodeName, propertyName, value
connect_pins Wire two node pins together assetPath, sourceNode, sourcePin, targetNode, targetPin
add_component Add a component to the BP assetPath, componentClass
compile Compile the Blueprint assetPath
list_node_types List available node types by category category?
search_node_types Search for node types query
create_interface Create a Blueprint Interface assetPath
add_interface Implement an interface on a BP blueprintPath, interfacePath
add_event_dispatcher Add an event dispatcher blueprintPath, name

Graph Scripting Workflow

search_node_typesadd_nodeconnect_pins is the standard flow for graph scripting. For AnimBPs: list_graphsread_graph (with graphName: "AnimGraph") → add_node (with nodeClass: "AnimGraphNode_TwoBoneIK", etc.) → connect_pins.


level — Actors, Selection, Components, Volumes, Lights, Splines

Action Description Key Params
get_outliner List all actors in the level classFilter?, nameFilter?
place_actor Spawn an actor actorClass, location?, rotation?, label?
delete_actor Remove an actor actorLabel
get_actor_details Inspect an actor's properties actorLabel
move_actor Transform an actor actorLabel, location?, rotation?, scale?
select Select actors in the editor actorLabels[]
get_selected Get current selection
add_component Add a component to an actor actorLabel, componentClass
set_component_property Set a component property actorLabel, componentName, propertyName, value
get_current Get current level info
load Open a level levelPath
save Save the current level
list List map assets
create Create an empty level
spawn_volume Place a volume volumeType, location?, extent?
list_volumes List volumes in the level volumeType?
set_volume_properties Edit volume properties actorLabel, properties
spawn_light Place a light lightType, location?, intensity?, color?
set_light_properties Edit light properties actorLabel, intensity?, color?, temperature?
build_lighting Build lighting quality?
get_spline_info Read spline component data actorLabel
set_spline_points Set spline points actorLabel, points[], closedLoop?

material — Materials, Instances, Shading, Graph Authoring

Action Description Key Params
read Read material structure assetPath
list_parameters List overridable parameters assetPath
set_parameter Set scalar/vector/texture parameter assetPath, parameterName, value
create_instance Create a material instance parentPath, name?
create Create a new material name, packagePath?
set_shading_model Set shading model assetPath, shadingModel
set_base_color Set base color assetPath, color {r,g,b}
connect_texture Wire a texture to a material property materialPath, texturePath, property
add_expression Add a material expression node assetPath, expressionType, name?
connect_expressions Connect two expression nodes assetPath, sourceExpression, sourceOutput, destExpression, destInput
connect_to_property Connect expression to a material property assetPath, expressionName, outputIndex?, property
list_expressions List expressions in a material assetPath
delete_expression Delete an expression node assetPath, expressionName
list_expression_types List available expression types filter?
recompile Recompile the material assetPath

animation — Anim Assets, Skeletons, Montages, Blendspaces

Action Description Key Params
read_anim_blueprint Read AnimBP structure assetPath
read_montage Read montage sections and notifies assetPath
read_sequence Read animation sequence assetPath
read_blendspace Read blendspace samples assetPath
list List animation assets directory?, recursive?
create_montage Create montage from a sequence animSequencePath
create_anim_blueprint Create an AnimBP skeletonPath
create_blendspace Create a blendspace skeletonPath
add_notify Add a notify event assetPath, notifyName, triggerTime
get_skeleton_info Read skeleton bone hierarchy assetPath
list_sockets List skeleton sockets assetPath
list_skeletal_meshes List skeletal meshes in project directory?
get_physics_asset Read physics asset bodies assetPath
create_sequence Create blank AnimSequence name, skeletonPath, packagePath?, numFrames?, frameRate?
set_bone_keyframes Set bone transform keyframes assetPath, boneName, keyframes
get_bone_transforms Read reference pose transforms skeletonPath, boneNames?
set_montage_sequence Replace animation in a montage (auto-updates duration) assetPath, animSequencePath, slotIndex?
set_montage_properties Set montage duration, rate, and blending assetPath, sequenceLength?, rateScale?, blendIn?, blendOut?

Note

Most animation tools need a skeleton path — use list_skeletal_meshes to find it.


landscape — Terrain Sculpting, Painting, Layers

Action Description Key Params
get_info Get landscape setup (size, scale, layers)
list_layers List paint layers
sample Sample height and layer weights at a point x, y
list_splines Read landscape splines
get_component Inspect a landscape component componentIndex
sculpt Sculpt the heightmap x, y, radius, strength
paint_layer Paint a weight layer layerName, x, y, radius
set_material Set the landscape material materialPath
add_layer_info Register a paint layer layerName
import_heightmap Import a heightmap file filePath

pcg — Procedural Content Generation

Action Description Key Params
list_graphs List PCG graph assets directory?
read_graph Read graph structure (nodes and edges) assetPath
read_node_settings Read a node's settings assetPath, nodeName
get_components List PCG components in the level
get_component_details Inspect a PCG component actorLabel
create_graph Create a new PCG graph name
add_node Add a node to the graph assetPath, nodeType
connect_nodes Wire two nodes assetPath, sourceNode, sourcePin, targetNode, targetPin
set_node_settings Set node parameters assetPath, nodeName, settings
remove_node Remove a node assetPath, nodeName
execute Regenerate PCG output actorLabel
add_volume Place a PCG volume in the level graphPath, location?, extent?

foliage — Foliage Painting and Types

Action Description Key Params
list_types List foliage types in the level
get_settings Read foliage type settings foliageTypeName
sample Query foliage instances in a region center {x,y,z}, radius
paint Add foliage instances foliageType, center, radius
erase Remove foliage instances center, radius
create_type Create a foliage type from a StaticMesh meshPath
set_settings Modify foliage type settings foliageTypeName, settings

niagara — VFX Systems and Graph Authoring

Action Description Key Params
list List Niagara assets directory?
get_info Inspect a Niagara system assetPath
spawn Spawn VFX at a location systemPath, location
set_parameter Set parameter on a spawned component actorLabel, parameterName, value
create Create a new Niagara System name
create_emitter Create a Niagara Emitter name
add_emitter Add an emitter to a system systemPath, emitterPath
list_emitters List emitters in a system assetPath
set_emitter_property Set emitter property assetPath, emitterName, propertyName, value
list_modules List modules in an emitter assetPath, emitterName
get_emitter_info Get detailed emitter info assetPath, emitterName

audio — Sound Assets and Playback

Action Description Key Params
list List sound assets directory?
play_at_location Play a sound at a world location soundPath, location
spawn_ambient Place an ambient sound actor soundPath, location
create_cue Create a SoundCue name, soundWavePath?
create_metasound Create a MetaSoundSource name

widget — UMG Widgets and Editor Utilities

Action Description Key Params
read_tree Read widget hierarchy assetPath
get_details Inspect a specific widget assetPath, widgetName
set_property Set a widget property assetPath, widgetName, propertyName, value
list List Widget Blueprints directory?
read_animations Read UMG animations assetPath
create Create a Widget Blueprint name
create_utility_widget Create an Editor Utility Widget name
run_utility_widget Open an Editor Utility Widget panel assetPath
create_utility_blueprint Create an Editor Utility Blueprint name
run_utility_blueprint Run an Editor Utility Blueprint assetPath

editor — Console, Python, PIE, Viewport, Sequencer, Build, Logs

Action Description Key Params
execute_command Run a console command command
execute_python Run Python in the editor (escape hatch) code
set_property Set a UObject property by path objectPath, propertyName, value
play_in_editor PIE control pieAction (start/stop/status)
get_runtime_value Read a PIE actor property value actorLabel, propertyName
hot_reload Trigger Live Coding hot reload
undo Undo last editor transaction
redo Redo
get_perf_stats Get editor performance stats
run_stat Toggle stat overlay command
set_scalability Set quality/scalability level level
capture_screenshot Capture a viewport screenshot filename?, resolution?
get_viewport Get viewport camera transform
set_viewport Set viewport camera transform location?, rotation?
focus_on_actor Focus viewport on an actor actorLabel
create_sequence Create a Level Sequence name
get_sequence_info Read sequence tracks and keyframes assetPath
add_sequence_track Add a track to a sequence assetPath, trackType, actorLabel?
play_sequence Play/stop/pause a sequence assetPath, sequenceAction
build_all Run full build (geometry + lighting + navigation)
build_geometry Build geometry only
build_hlod Build HLODs
validate_assets Run data validation
get_build_status Check build status
cook_content Cook content for target platform
get_log Get output log entries category?
search_log Search log entries query
get_message_log Get message log
set_dialog_policy Auto-respond to modal dialogs dialogTitle, response
clear_dialog_policy Clear dialog auto-response dialogTitle?
get_dialog_policy Get current dialog policies
list_dialogs List pending modal dialogs
respond_to_dialog Respond to a specific dialog dialogId, response

Tip

  • execute_python is the escape hatch for anything not covered by dedicated tools.
  • hot_reload triggers Live Coding — no editor restart needed.
  • get_log(category="LogMCPBridge") shows bridge-specific logs.
  • Dialog management lets you suppress "Are you sure?" prompts during batch operations.

reflection — UE Class/Struct/Enum Reflection, Gameplay Tags

Action Description Key Params
reflect_class Reflect a UClass (properties, functions, metadata) className, includeInherited?
reflect_struct Reflect a UScriptStruct structName
reflect_enum Reflect a UEnum enumName
list_classes List registered classes parentFilter?, limit?
list_tags List gameplay tags filter?
create_tag Create a gameplay tag tag, comment?

Tip

Use reflect_class to understand any UE class's properties before working with it.


gameplay — Physics, Collision, Navigation, Input, AI, Game Framework

Action Description Key Params
set_collision_profile Set collision preset on an actor actorLabel, profileName
set_simulate_physics Toggle physics simulation actorLabel, simulate
set_collision_enabled Set collision mode actorLabel, collisionEnabled
set_physics_properties Set mass, damping, gravity actorLabel, mass?, linearDamping?
rebuild_navigation Rebuild the navigation mesh
get_navmesh_info Query navigation system info
project_to_nav Project a point onto the navmesh location
spawn_nav_modifier Place a nav modifier volume location, extent?, areaClass?
create_input_action Create an Enhanced Input Action name, valueType?
create_input_mapping Create an Input Mapping Context name
list_input_assets List input-related assets directory?
list_behavior_trees List Behavior Trees and Blackboards directory?
get_behavior_tree_info Inspect a Behavior Tree assetPath
create_blackboard Create a Blackboard Data asset name
create_behavior_tree Create a Behavior Tree name, blackboardPath?
create_eqs_query Create an EQS query name
list_eqs_queries List EQS queries
add_perception Add AI Perception component blueprintPath
configure_sense Configure a perception sense blueprintPath, senseClass, settings
create_state_tree Create a State Tree name
list_state_trees List State Trees
add_state_tree_component Add State Tree component to an actor actorLabel
create_smart_object_def Create a Smart Object Definition name
add_smart_object_component Add Smart Object component actorLabel
create_game_mode Create a Game Mode BP name
create_game_state Create a Game State BP name
create_player_controller Create a Player Controller BP name
create_player_state Create a Player State BP name
create_hud Create a HUD BP name
set_world_game_mode Set the world's game mode gameModePath
get_framework_info Get game framework class assignments

gas — Gameplay Ability System

Action Description Key Params
add_asc Add AbilitySystemComponent to a BP blueprintPath
create_attribute_set Create an AttributeSet Blueprint name, packagePath?
add_attribute Add an attribute to a set attributeSetPath, attributeName
create_ability Create a GameplayAbility Blueprint name, parentClass?
set_ability_tags Set activation/cancel/block tags abilityPath, ability_tags?, activation_required_tags?
create_effect Create a GameplayEffect Blueprint name, durationPolicy?
set_effect_modifier Add a modifier to an effect effectPath, attribute, operation?, magnitude?
create_cue Create a GameplayCue notify name, cueType? (Static/Actor)
get_info Inspect GAS setup on a Blueprint blueprintPath

networking — Replication and Networking

Action Description Key Params
set_replicates Enable/disable actor replication blueprintPath, replicates?
set_property_replicated Mark a variable as replicated blueprintPath, propertyName
configure_net_frequency Set net update frequency blueprintPath, netUpdateFrequency?
set_dormancy Set net dormancy mode blueprintPath, dormancy
set_net_load_on_client Control client loading blueprintPath, loadOnClient?
set_always_relevant Always network relevant blueprintPath, alwaysRelevant?
set_only_relevant_to_owner Only relevant to owning connection blueprintPath, onlyRelevantToOwner?
configure_cull_distance Set net cull distance blueprintPath, netCullDistanceSquared?
set_priority Set net priority blueprintPath, netPriority?
set_replicate_movement Enable/disable movement replication blueprintPath, replicateMovement?
get_info Get current networking config blueprintPath

demo — Neon Shrine Demo Scene

Action Description Key Params
step Execute a demo step (omit stepIndex for step list) stepIndex?
cleanup Remove all demo assets and actors

See Neon Shrine Demo for a full walkthrough.


feedback — Agent Feedback Submission

Action Description Key Params
submit Submit feedback about a tool gap title, summary, pythonWorkaround?, idealTool?

See Feedback for details on how the feedback system works.