Tool Reference¶
UE-MCP exposes 19 category tools covering 438+ actions, plus a flow tool for running multi-step YAML workflows. Every category tool takes an action parameter that selects the operation, plus action-specific parameters.
First call in any session
Start with project(action="get_status") to check the connection, then level(action="get_outliner") or asset(action="list") to explore.
How to read this page
Each row lists a single action and its key parameters. Optional params are marked with ?. For full schemas (types, descriptions, defaults), every action also surfaces its description through the MCP schema - your AI client can introspect them at runtime.
project¶
Project status, config INI files, and C++ source inspection.
| Action | Description |
|---|---|
get_status |
Check server mode and editor connection |
set_project |
Switch project. Params: projectPath |
get_info |
Read .uproject file details |
read_config |
Read INI config. Params: configName (e.g. 'Engine', 'Game') |
search_config |
Search INI files. Params: query |
list_config_tags |
Extract gameplay tags from config |
read_cpp_header |
Parse a .h file. Params: headerPath |
read_module |
Read module source. Params: moduleName |
list_modules |
List C++ modules |
search_cpp |
Search .h/.cpp files. Params: query, directory? |
read_engine_header |
Parse a .h file from the engine source tree. Params: headerPath (relative to Engine/Source, or absolute) |
find_engine_symbol |
Grep engine headers for a symbol. Params: symbol, maxResults? |
list_engine_modules |
List modules in Engine/Source/Runtime |
search_engine_cpp |
Search engine .h/.cpp/.inl files across Runtime/Editor/Developer/Plugins. Params: query, tree? (Runtime\\|Editor\\|Developer\\|Plugins\\|all - default Runtime), subdirectory?, maxResults? (default 500) |
set_config |
Write to INI. Params: configName, section, key, value |
build |
Build C++ project. Params: configuration?, platform?, clean? |
generate_project_files |
Generate IDE project files (Visual Studio, Xcode, etc.) |
create_cpp_class |
Create a new native UCLASS in a project module. Uses the same engine template path as File → New C++ Class. Writes .h + .cpp; returns both paths plus needsEditorRestart (true unless Live Coding successfully hot-reloaded). Params: className (no prefix), parentClass? (default UObject; accepts short names like 'Actor' or /Script/<Module>.<Class> paths), moduleName? (default: first project module, use list_project_modules to pick), classDomain? ('public'\\|'private'\\|'classes', default public), subPath? |
list_project_modules |
List native modules in the current project (name, host type, source path). Feed moduleName from here into create_cpp_class |
live_coding_compile |
Trigger a Live Coding compile (Windows only). Hot-patches method bodies of existing UCLASSes without editor restart - the fast inner loop for UFUNCTION implementations. Does NOT reliably register brand-new UCLASSes; use build_project + editor restart for those. Params: wait? (default false - fire and return 'in_progress') |
live_coding_status |
Report Live Coding availability/state (available, started, enabledForSession, compiling). Helps choose between live_coding_compile and build_project |
write_cpp_file |
Write a .h / .cpp / .inl file under the project's Source/ tree. Used to append UPROPERTYs/UFUNCTIONs or method bodies after create_cpp_class. Writes are scoped to Source/ for safety. Params: path (relative to Source/ or absolute within Source/), content (full file contents) |
read_cpp_source |
Read a .cpp file from the project Source/ tree. Companion to read_cpp_header for round-trip edits. Params: sourcePath (relative to Source/ or absolute) |
add_module_dependency |
Add a module to a target module's Build.cs dependency array. Params: moduleName (the Build.cs to edit - must exist in the project), dependency (module name to add, e.g. 'UMG'), access? ('public'\\|'private', default 'private') |
asset¶
Asset management: list, search, read, CRUD, import meshes/textures, datatables.
| Action | Description |
|---|---|
list |
List assets in directory. Params: directory?, typeFilter?, recursive? |
search |
Search by name/class/path. Params: query, directory?, maxResults?, searchAll? |
read |
Read asset via reflection. Params: assetPath |
read_properties |
Read asset properties with values. Params: assetPath, propertyName?, includeValues? |
duplicate |
Duplicate asset. Params: sourcePath, destinationPath |
rename |
Rename asset. Params: assetPath, newName |
bulk_rename |
Batched rename using IAssetTools::RenameAssets - single transaction with one redirector-fixup pass (matches Content Browser drag). Use this over looped rename for scene-referenced assets. Params: renames[] where each entry is {sourcePath, destinationPath} OR {assetPath, newName} |
move |
Move asset. Params: sourcePath, destinationPath |
delete |
Delete asset. Params: assetPath |
delete_batch |
Batch-delete assets. Params: assetPaths[] |
create_data_asset |
Create UDataAsset instance of custom class. Params: name, className (/Script/Module.ClassName or loaded name), packagePath?, properties? (key/value map) |
save |
Save asset(s). Params: assetPath? |
set_mesh_material |
Assign material to static mesh slot. Params: assetPath, materialPath, slotIndex? |
recenter_pivot |
Move static mesh pivot to geometry center. Params: assetPath OR assetPaths |
import_static_mesh |
Import from FBX/OBJ. Params: filePath, name?, packagePath?, combineMeshes?, importMaterials?, importTextures?, generateLightmapUVs? |
import_skeletal_mesh |
Import skeletal mesh from FBX. Params: filePath, name?, packagePath?, skeletonPath?, importMaterials?, importTextures? |
import_animation |
Import anim from FBX. Params: filePath, name?, packagePath?, skeletonPath |
import_texture |
Import image. Params: filePath, name?, packagePath? |
reimport |
Reimport asset from source file. Params: assetPath, filePath? |
read_datatable |
Read DataTable rows. Params: assetPath, rowFilter? |
create_datatable |
Create DataTable. Params: name, packagePath?, rowStruct |
reimport_datatable |
Reimport DataTable from JSON. Params: assetPath, jsonPath?, jsonString? |
list_textures |
List textures. Params: directory?, recursive? |
get_texture_info |
Get texture details. Params: assetPath |
set_texture_settings |
Set texture settings. Params: assetPath, settings (object with compressionSettings?, lodGroup?, sRGB?, neverStream?) |
add_socket |
Add socket to StaticMesh or SkeletalMesh. Params: assetPath, socketName, boneName?, relativeLocation?, relativeRotation?, relativeScale? |
remove_socket |
Remove socket by name. Params: assetPath, socketName |
list_sockets |
List sockets on a mesh. Params: assetPath |
reload_package |
Force reload an asset package from disk. Params: assetPath |
export |
Export asset to disk file (Texture2D → PNG, StaticMesh → FBX, etc.). Params: assetPath, outputPath |
search_fts |
Ranked asset search (token-scored over name/class/path). Params: query, maxResults?, classFilter? |
reindex_fts |
Rebuild the SQLite FTS5 asset index. Params: directory? |
get_referencers |
Reverse dependency lookup. Params: packages[] OR packagePath (#150) |
set_sk_material_slots |
Set materials on a USkeletalMesh by slot name or slotIndex (bypasses the blueprint override-materials path that UE's ICH silently reverts). Params: assetPath, slots[{slotName?\\|slotIndex?, materialPath}] |
diagnose_registry |
Scan a content path and compare disk vs AssetRegistry (including in-memory pending-kill entries). Returns onDiskCount, inMemoryIncludedCount, ghostCount and paths. Params: path, recursive? (default true), reconcile? (forceRescan=true) |
get_mesh_bounds |
Get StaticMesh bounding box. Params: assetPath |
get_mesh_collision |
Inspect StaticMesh collision setup. Params: assetPath |
move_folder |
Move/rename entire content folder with redirector fixup in one transaction. Params: sourcePath, destinationPath (#192) |
create_folder |
Create empty content browser folder(s). Params: path OR paths[] (e.g. /Game/Foo, /Game/Bar/Baz) |
set_mesh_nav |
Set StaticMesh nav contribution. Params: assetPath, bHasNavigationData?, clearNavCollision? (#167) |
blueprint¶
Blueprint reading, authoring, and compilation. Covers variables, functions, graphs, nodes, components, interfaces, and event dispatchers.
| Action | Description |
|---|---|
read |
Read BP structure incl. SCS components. Params: assetPath |
list_variables |
List variables. Params: assetPath |
list_functions |
List functions/graphs. Params: assetPath |
read_graph |
Read graph nodes. Params: assetPath, graphName |
read_graph_summary |
Lightweight graph summary (nodes+edges only, ~10KB). Params: assetPath, graphName? |
get_execution_flow |
Trace exec pins from an entry point. Params: assetPath, graphName?, entryPoint? |
get_dependencies |
Forward (classes/functions/assets) or reverse (referencers) deps. Params: assetPath, reverse? |
create |
Create Blueprint. Params: assetPath, parentClass? |
add_variable |
Add variable. Params: assetPath, name, varType |
set_variable_properties |
Edit variable properties. Params: assetPath, name, instanceEditable?, blueprintReadOnly?, category?, tooltip?, replicationType?, exposeOnSpawn? |
create_function |
Create function. Params: assetPath, functionName |
delete_function |
Delete function. Params: assetPath, functionName |
rename_function |
Rename function. Params: assetPath, oldName, newName |
add_node |
Add graph node. Params: assetPath, graphName?, nodeClass, nodeParams? |
delete_node |
Delete node. Params: assetPath, graphName, nodeName |
set_node_property |
Set node pin default or struct property. Params: assetPath, graphName, nodeName, propertyName, value |
connect_pins |
Wire nodes. Params: sourceNode, sourcePin, targetNode, targetPin, assetPath, graphName? |
add_component |
Add BP component. Params: assetPath, componentClass, componentName?, parentComponent? (SCS parent for hierarchy - #115) |
remove_component |
Remove SCS component. Params: assetPath, componentName |
set_component_property |
Set property on SCS or inherited component. Inherited components go through the child BP's InheritableComponentHandler override template so the parent stays untouched. Params: assetPath, componentName, propertyName, value |
get_component_property |
Read a single property value from an SCS or inherited component template. Returns the ICH override value for child BPs if one exists. Params: assetPath, componentName, propertyName |
set_class_default |
Set UPROPERTY on Blueprint CDO. Params: assetPath, propertyName, value |
delete_variable |
Delete a member variable. Params: assetPath, name |
add_function_parameter |
Add input or output parameter to a function. Params: assetPath, functionName, parameterName, parameterType?, isOutput? |
set_variable_default |
Set default value on a BP variable. Params: assetPath, name, value |
compile |
Compile Blueprint. Params: assetPath |
list_node_types |
List node types. Params: category?, includeFunctions? |
search_node_types |
Search nodes. Params: query |
create_interface |
Create BP Interface. Params: assetPath |
add_interface |
Implement interface. Params: blueprintPath, interfacePath |
list_graphs |
List all graphs in a blueprint. Params: assetPath |
add_event_dispatcher |
Add event dispatcher. Params: blueprintPath, name |
duplicate |
Duplicate blueprint asset. Params: sourcePath, destinationPath |
add_local_variable |
Add function-scope local variable. Params: assetPath, functionName, name, varType? |
list_local_variables |
List local variables in a function. Params: assetPath, functionName |
validate |
Validate blueprint without saving (compile + collect diagnostics). Params: assetPath |
read_component_properties |
Dump ALL UPROPERTYs on a BP component template incl. array contents (#105). Params: assetPath, componentName |
read_node_property |
Read a node pin default OR a reflected node property for verification (#102). Params: assetPath, graphName?, nodeName, propertyName |
reparent_component |
Reparent an SCS component under a new parent (#115). Params: assetPath, componentName, newParent |
reparent |
Change a Blueprint's ParentClass and recompile (#138). Params: assetPath, parentClass (short name or full path) |
set_actor_tick_settings |
Set actor CDO tick settings (#116). Params: assetPath, bCanEverTick?, bStartWithTickEnabled?, TickInterval? |
export_nodes_t3d |
Export graph nodes as T3D text (Ctrl+C equivalent) for bulk round-trip (#130). Params: assetPath, graphName?, nodeIds? (omit = whole graph) |
import_nodes_t3d |
Paste a T3D node blob into a graph (Ctrl+V equivalent) for bulk authoring (#130). Params: assetPath, graphName?, t3d, posX?, posY? |
set_cdo_property |
Set UPROPERTY on any C++ class CDO (not just Blueprints). Params: className, propertyName, value (#182/#183) |
get_cdo_properties |
Read UPROPERTY values from any C++ class CDO. Params: className, propertyNames? (#183) |
run_construction_script |
Spawn temp actor, run construction script, return generated components and transforms. Params: assetPath, location? (#195) |
level¶
Level actors, selection, components, level management, volumes, lights, and splines.
| Action | Description |
|---|---|
get_outliner |
List actors. Params: classFilter?, nameFilter?, world? (editor\\|pie\\|auto), limit? |
place_actor |
Spawn actor. Params: actorClass, label?, location?, rotation?, scale?, staticMesh?, material? |
delete_actor |
Remove actor. Params: actorLabel |
get_actor_details |
Inspect actor. Params: actorLabel OR actorPath, includeProperties?, propertyName?, world? (editor\\|pie) |
move_actor |
Transform actor. Params: actorLabel, location?, rotation?, scale? |
select |
Select actors. Params: actorLabels[] |
get_selected |
Get selection |
add_component |
Add component to actor. Params: actorLabel, componentClass, componentName? |
set_component_property |
Set component prop. Params: actorLabel, componentName, propertyName, value |
get_current |
Get current level name and path |
load |
Load level. Params: levelPath |
save |
Save current level |
list |
List levels. Params: directory?, recursive? |
create |
Create new level. Params: levelPath?, templateLevel? |
spawn_volume |
Place volume. Params: volumeType, location?, extent?, label? |
list_volumes |
List volumes. Params: volumeType? |
set_volume_properties |
Edit volume. Params: actorLabel, properties |
spawn_light |
Place light. Params: lightType, location?, rotation?, intensity?, color?, label? |
set_light_properties |
Edit light. Params: actorLabel, intensity?, color?, rotation? (DirectionalLight sun angle), recaptureSky?, temperature?, castShadows?, attenuationRadius? |
set_fog_properties |
Edit ExponentialHeightFog. Params: actorLabel?, fogDensity?, fogHeightFalloff?, startDistance?, fogInscatteringColor? |
get_actors_by_class |
List actors by class name. Params: className, world? (editor\\|pie) |
count_actors_by_class |
Histogram of actor classes in the level (sorted desc). Params: world? (editor\\|pie), topN? (#146) |
get_runtime_virtual_texture_summary |
List RuntimeVirtualTextureVolume actors + their bound VirtualTexture assets (#150) |
set_water_body_property |
Set a property on an actor's WaterBodyComponent (ShapeDilation, WaterLevel, etc.). Params: actorLabel, propertyName, value |
build_lighting |
Build lights. Params: quality? |
get_spline_info |
Read spline. Params: actorLabel |
set_spline_points |
Set spline points. Params: actorLabel, points[], closedLoop? |
set_actor_material |
Set material on actor. Params: actorLabel, materialPath, slotIndex? |
get_world_settings |
Read world settings (GameMode, KillZ, gravity, etc.) |
set_world_settings |
Set world settings. Params: defaultGameMode?, killZ?, globalGravityZ?, enableWorldBoundsChecks? |
get_actor_bounds |
Get actor AABB. Params: actorLabel |
resolve_actor |
Resolve internal/runtime actor name to editor label. Params: internalName (e.g. StaticMeshActor_141) |
set_actor_property |
Set per-instance UPROPERTY on a level actor. Params: actorLabel ('WorldSettings' targets the world settings actor), propertyName (dotted paths like 'Foo.Bar' supported), value (string/number/bool/object/array; an actor label resolves to AActor* refs), force? (bypass EditDefaultsOnly), world? (editor\\|pie) (#202/#230) |
delete_actors |
Bulk-delete actors. Params: at least one of labelPrefix, className, tag; dryRun? to preview |
add_actor_tag |
Append a tag to an actor's Tags array. Params: actorLabel, tag (#219) |
remove_actor_tag |
Remove a tag from an actor's Tags array. Params: actorLabel, tag (#219) |
set_actor_tags |
Replace an actor's Tags array. Params: actorLabel, tags[] (#219) |
list_actor_tags |
List an actor's Tags. Params: actorLabel (#219) |
attach_actor |
Attach actor as child. Params: childLabel, parentLabel, attachRule? (KeepWorld\\|KeepRelative\\|SnapToTarget; default KeepWorld), socketName? (#205) |
detach_actor |
Detach actor from parent. Params: childLabel (#205) |
set_actor_mobility |
Set actor root component Mobility. Params: actorLabel, mobility (static\\|stationary\\|movable) (#205) |
get_current_edit_level |
Read the active edit-target sub-level (#204) |
set_current_edit_level |
Set the active edit-target sub-level so subsequent spawns land in it. Params: levelName (e.g. SubLevel_A) (#204) |
list_streaming_sublevels |
List streaming sub-levels with transform + initially-loaded/visible flags (#206) |
add_streaming_sublevel |
Add a streaming sub-level. Params: levelPath, streamingClass? (LevelStreamingDynamic\\|LevelStreamingAlwaysLoaded), location?, initiallyLoaded?, initiallyVisible? (#206) |
remove_streaming_sublevel |
Remove a streaming sub-level. Params: levelName \\| levelPath (#206) |
set_streaming_sublevel_properties |
Update sub-level transform/visibility flags. Params: levelName \\| levelPath, location?, initiallyLoaded?, initiallyVisible?, editorVisible? (#206) |
spawn_grid |
Batch-spawn StaticMeshActors on a grid. Params: staticMesh, min, max (Vec3 bounds), countX?, countY?, countZ?, jitter?, labelPrefix? (#203) |
batch_translate |
Translate a set of actors by an offset. Params: offset (Vec3), actorLabels[] OR tag (#203) |
material¶
Materials: create, read, parameters, shading, textures, and graph authoring (expression nodes, connections).
| Action | Description |
|---|---|
read |
Read material structure. Params: assetPath |
list_parameters |
List overridable parameters. Params: assetPath |
set_parameter |
Set parameter on MaterialInstance. Params: assetPath, parameterName, parameterType, value |
set_expression_value |
Set value on expression node. Params: materialPath, expressionIndex, value |
disconnect_property |
Disconnect a material property input. Params: materialPath, property |
create_instance |
Create material instance. Params: parentPath, name?, packagePath? |
create |
Create material. Params: name, packagePath? |
create_simple |
Single-call simple material. Params: name, packagePath?, baseColor? ({r,g,b}), metallic?, specular?, roughness?, emissive?, usages?[] (e.g. InstancedStaticMeshes, Nanite, NiagaraSprites) |
set_usage |
Set EMaterialUsage flag(s) on a material. Params: assetPath, usage OR usages[], enabled? (default true) |
set_shading_model |
Set shading model. Params: assetPath, shadingModel |
set_blend_mode |
Set blend mode. Params: assetPath, blendMode |
set_base_color |
Set base color. Params: assetPath, color |
connect_texture |
Connect texture to property. Params: materialPath, texturePath, property |
add_expression |
Add expression node. Params: materialPath, expressionType, name?, parameterName? |
connect_expressions |
Wire two expressions. Params: materialPath, sourceExpression, sourceOutput?, targetExpression, targetInput? |
connect_to_property |
Wire expression to material output. Params: materialPath, expressionName, outputName?, property |
list_expressions |
List expression nodes. Params: materialPath |
delete_expression |
Remove expression. Params: materialPath, expressionName |
list_expression_types |
List available expression types |
recompile |
Recompile material. Params: materialPath |
duplicate |
Duplicate material asset. Params: sourcePath, destinationPath |
validate |
Validate material graph - find orphans, broken refs. Params: assetPath |
get_shader_stats |
Shader compile stats, sampler+param counts. Params: assetPath |
export_graph |
Export material graph as JSON. Params: assetPath |
import_graph |
Rebuild graph from JSON. Params: assetPath, nodes, propertyConnections? |
build_graph |
Build graph from spec. Params: assetPath, nodes, propertyConnections? |
render_preview |
Render preview PNG. Params: assetPath, outputPath, width?, height? |
begin_transaction |
Begin undo transaction. Params: label? |
end_transaction |
End undo transaction |
animation¶
Animation assets, skeletons, montages, blendspaces, anim blueprints, physics assets.
| Action | Description |
|---|---|
read_anim_blueprint |
Read AnimBP structure. Params: assetPath |
read_montage |
Read montage. Params: assetPath |
read_sequence |
Read anim sequence. Params: assetPath |
read_blendspace |
Read blendspace. Params: assetPath |
list |
List anim assets. Params: directory?, recursive? |
create_montage |
Create montage. Params: animSequencePath, name?, packagePath? |
create_anim_blueprint |
Create AnimBP. Params: skeletonPath, name?, packagePath?, parentClass? |
create_blendspace |
Create blendspace. Params: skeletonPath, name?, packagePath?, axisHorizontal?, axisVertical? |
add_notify |
Add notify. Params: assetPath, notifyName, triggerTime, notifyClass? |
get_skeleton_info |
Read skeleton. Params: assetPath |
list_sockets |
List sockets. Params: assetPath |
list_skeletal_meshes |
List skeletal meshes. Params: directory?, recursive? |
get_physics_asset |
Read physics asset. Params: assetPath |
create_sequence |
Create blank AnimSequence. Params: name, skeletonPath, packagePath?, numFrames?, frameRate? |
set_bone_keyframes |
Set bone transform keyframes. Params: assetPath, boneName, keyframes |
get_bone_transforms |
Read reference pose transforms. Params: skeletonPath, boneNames? |
set_montage_sequence |
Replace animation sequence in a montage. Params: assetPath, animSequencePath, slotIndex? |
set_montage_properties |
Set montage properties. Params: assetPath, sequenceLength?, rateScale?, blendIn?, blendOut? |
create_state_machine |
Create state machine in AnimBP. Params: assetPath, name?, graphName? |
add_state |
Add state to a state machine. Params: assetPath, stateMachineName, stateName |
add_transition |
Add directed transition between states. Params: assetPath, stateMachineName, fromState, toState |
set_state_animation |
Assign anim asset to state. Params: assetPath, stateMachineName, stateName, animAssetPath |
set_transition_blend |
Set blend type/duration on transition. Params: assetPath, stateMachineName, fromState, toState, blendDuration?, blendLogic? |
read_state_machine |
Read state machine topology. Params: assetPath, stateMachineName |
read_anim_graph |
Read AnimBP AnimGraph nodes with properties & pins. Params: assetPath, graphName? |
add_curve |
Add float curve to AnimSequence. Params: assetPath, curveName, curveType? |
set_montage_slot |
Set slot name on a montage track. Params: assetPath, slotName, trackIndex? |
add_montage_section |
Add composite section to montage. Params: assetPath, sectionName, startTime?, linkedSection? |
create_ik_rig |
Create IKRigDefinition asset, optionally with retargetRoot + chains[]. Params: name, skeletalMeshPath, packagePath?, retargetRoot?, chains?: [{name, startBone, endBone, goal?}] |
read_ik_rig |
Read IK Rig chains, solvers, skeleton. Params: assetPath |
list_control_rig_variables |
List ControlRig variables and hierarchy. Params: assetPath |
set_root_motion |
Set root motion settings on AnimSequence. Params: assetPath, enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock? |
add_virtual_bone |
Add virtual bone. Params: skeletonPath, sourceBone, targetBone |
remove_virtual_bone |
Remove virtual bone. Params: skeletonPath, virtualBoneName |
create_composite |
Create AnimComposite. Params: name, skeletonPath, packagePath? |
list_modifiers |
List applied animation modifiers. Params: assetPath |
create_ik_retargeter |
Create IKRetargeter asset. Params: name, packagePath?, sourceRig?, targetRig? |
set_anim_blueprint_skeleton |
Set target skeleton on AnimBP. Params: assetPath, skeletonPath |
read_bone_track |
Read bone transform samples from AnimSequence. Params: assetPath, boneName, frames?: [int] |
create_pose_search_database |
Create a PoseSearchDatabase asset (motion matching). Params: name, packagePath?, schemaPath? |
set_pose_search_schema |
Set the Schema on an existing PoseSearchDatabase. Params: assetPath, schemaPath |
add_pose_search_sequence |
Append an AnimSequence/AnimComposite/AnimMontage/BlendSpace to a PoseSearchDatabase. Params: assetPath, sequencePath |
build_pose_search_index |
Build (or rebuild) the search index. Params: assetPath, wait? (default true) |
read_pose_search_database |
Inspect a PoseSearchDatabase: schema, animation entries, cost biases, tags. Params: assetPath |
set_sequence_properties |
Batch-set properties on AnimSequence assets. If a path is a Montage and resolveFromMontages is true (default), resolves to its first AnimSequence. Params: assetPaths[], properties{enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock?}, resolveFromMontages? |
bake_root_motion_from_bone |
Bake delta translation from a source bone (e.g. pelvis) onto the root bone across the whole sequence; compensates the source bone so world-space position is unchanged. Params: assetPath, sourceBone, rootBone? (default 'root'), axes? (default ['x','y']), interpolation? ('linear'\\|'per_frame', default 'linear') |
landscape¶
Landscape terrain: info, layers, sculpting, painting, materials, heightmap import.
| Action | Description |
|---|---|
get_info |
Get landscape setup |
list_layers |
List paint layers |
sample |
Sample height/layers. Params: x, y |
list_splines |
Read landscape splines |
get_component |
Inspect component. Params: componentIndex |
sculpt |
Sculpt heightmap. Params: x, y, radius, strength, falloff? |
paint_layer |
Paint weight layer. Params: layerName, x, y, radius, strength? |
set_material |
Set landscape material. Params: materialPath |
add_layer_info |
Register paint layer. Params: layerName |
import_heightmap |
Import heightmap file. Params: filePath |
get_material_usage_summary |
Per-proxy summary: landscape/hole material paths + component/grass/nanite counts (#150) |
pcg¶
Procedural Content Generation: graphs, nodes, connections, execution, volumes.
| Action | Description |
|---|---|
list_graphs |
List PCG graphs. Params: directory?, recursive? |
read_graph |
Read graph structure. Params: assetPath |
read_node_settings |
Read node settings. Params: assetPath, nodeName |
get_components |
List PCG components in level |
get_component_details |
Inspect PCG component. Params: actorLabel |
create_graph |
Create graph. Params: name, packagePath? |
add_node |
Add node. Params: assetPath, nodeType, nodeName? |
connect_nodes |
Wire nodes. Params: assetPath, sourceNode, sourcePin, targetNode, targetPin |
set_node_settings |
Set node params. Params: assetPath, nodeName, settings |
set_static_mesh_spawner_meshes |
Populate weighted MeshEntries on a PCGStaticMeshSpawner node (#145). Params: assetPath, nodeName, entries=[{mesh, weight?}], replace? (default true) |
remove_node |
Remove node. Params: assetPath, nodeName |
execute |
Regenerate PCG. Params: actorLabel |
force_regenerate |
Force a stuck PCG component to regenerate (clears graph ref, re-sets, cleanup+generate). Params: actorLabel (#146) |
cleanup |
Cleanup a PCG component (remove spawned content). Params: actorLabel, removeComponents? (default true) (#146) |
toggle_graph |
Toggle a PCG component's graph assignment to force reinit (no generate). Params: actorLabel, graphPath? (#146) |
add_volume |
Place PCG volume. Params: graphPath, location?, extent? |
import_graph |
Bulk-author a PCG graph from JSON. Params: assetPath, nodes=[{name,class,posX?,posY?,settings?}], connections=[{from,fromPin?,to,toPin?}], replace? (default false) |
export_graph |
Export a PCG graph as JSON. Params: assetPath, includeSettings? (default true) |
foliage¶
Foliage painting, types, sampling, and settings.
| Action | Description |
|---|---|
list_types |
List foliage types in level |
get_settings |
Read foliage type settings. Params: foliageTypeName |
sample |
Query instances in region. Params: center, radius, foliageType? |
paint |
Add foliage. Params: foliageType, center, radius, count?, density? |
erase |
Remove foliage. Params: center, radius, foliageType? |
create_type |
Create foliage type from mesh. Params: meshPath, name?, packagePath? |
set_settings |
Modify type settings. Params: foliageTypeName, settings |
niagara¶
Niagara VFX: systems, emitters, spawning, parameters, and graph authoring.
| Action | Description |
|---|---|
list |
List Niagara assets. Params: directory?, recursive? |
get_info |
Inspect system. Params: assetPath |
spawn |
Spawn VFX. Params: systemPath, location, rotation?, label? |
set_parameter |
Set parameter. Params: actorLabel, parameterName, value, parameterType? |
create |
Create system. Params: name, packagePath? |
create_emitter |
Create Niagara emitter. Params: name, packagePath?, templatePath? |
add_emitter |
Add emitter to system. Params: systemPath, emitterPath |
list_emitters |
List emitters in system. Params: systemPath |
set_emitter_property |
Set emitter property. Params: systemPath, emitterName?, propertyName, value |
list_modules |
List Niagara modules. Params: directory? |
get_emitter_info |
Inspect emitter. Params: assetPath |
list_renderers |
List renderers on an emitter. Params: systemPath, emitterName?, emitterIndex? |
add_renderer |
Add renderer (sprite/mesh/ribbon or full class). Params: systemPath, rendererType, emitterName?, emitterIndex? |
remove_renderer |
Remove renderer by index. Params: systemPath, rendererIndex, emitterName?, emitterIndex? |
set_renderer_property |
Set renderer bool/number/string property. Params: systemPath, rendererIndex, propertyName, value, emitterName?, emitterIndex? |
inspect_data_interfaces |
List user-scope data interfaces. Params: systemPath |
create_system_from_spec |
Declaratively create a system + emitters. Params: name, packagePath?, emitters?:[{path}] |
get_compiled_hlsl |
Read GPU compute script info for an emitter. Params: systemPath, emitterName?, emitterIndex? |
list_system_parameters |
List user-exposed system parameters. Params: systemPath |
list_module_inputs |
List modules + their input pins for an emitter. Params: systemPath, emitterName?, emitterIndex?, stackContext? (ParticleSpawn\\|ParticleUpdate\\|EmitterSpawn\\|EmitterUpdate\\|all - default all) |
set_module_input |
Set literal default on a module input pin. Params: systemPath, moduleName, inputName, value, emitterName?, emitterIndex?, stackContext? |
list_static_switches |
List static switch inputs on a module. Params: systemPath, moduleName, emitterName?, emitterIndex?, stackContext? |
set_static_switch |
Set static switch value on a module's function call node. Params: systemPath, moduleName, switchName, value, emitterName?, emitterIndex?, stackContext? |
create_module_from_hlsl |
Create a NiagaraScript module backed by a custom HLSL node. Params: name, hlsl, packagePath?, inputs?:[{name,type}], outputs?:[{name,type}] |
create_scratch_module |
Create empty Niagara scratch module. Params: name, packagePath?, inputs?:[{name,type}], outputs?:[{name,type}] (#185) |
batch |
Run a sequence of niagara operations against the bridge in order. Fails fast on the first error (returns results up to that point + error). Params: ops:[{action, params}] where action is any niagara subaction listed above |
audio¶
Audio: sound assets, playback, ambient sounds, SoundCues, MetaSounds.
| Action | Description |
|---|---|
list |
List sound assets. Params: directory?, recursive? |
play_at_location |
Play sound. Params: soundPath, location, volumeMultiplier?, pitchMultiplier? |
spawn_ambient |
Place ambient sound. Params: soundPath, location, label? |
create_cue |
Create SoundCue. Params: name, packagePath?, soundWavePath? |
create_metasound |
Create MetaSoundSource. Params: name, packagePath? |
widget¶
UMG Widget Blueprints, Editor Utility Widgets, and Editor Utility Blueprints.
| Action | Description |
|---|---|
read_tree |
Read widget hierarchy. Params: assetPath |
get_details |
Inspect widget. Params: assetPath, widgetName |
set_property |
Set widget property. Params: assetPath, widgetName, propertyName, value |
list |
List Widget BPs. Params: directory?, recursive? |
read_animations |
Read UMG animations. Params: assetPath |
create |
Create Widget BP. Params: name, packagePath?, parentClass? |
create_utility_widget |
Create editor utility widget. Params: name, packagePath? |
run_utility_widget |
Open editor utility widget. Params: assetPath |
create_utility_blueprint |
Create editor utility blueprint. Params: name, packagePath? |
run_utility_blueprint |
Run editor utility blueprint. Params: assetPath |
add_widget |
Add widget to widget tree. Params: assetPath, widgetClass, widgetName?, parentWidgetName? |
remove_widget |
Remove widget from tree. Params: assetPath, widgetName |
move_widget |
Reparent widget. Params: assetPath, widgetName, newParentWidgetName |
list_classes |
List available widget classes |
list_runtime |
(#160) List live UUserWidget instances in the PIE world. Params: classFilter?, namePrefix?, viewportOnly? |
get_runtime |
(#160) Inspect a live PIE widget tree with text/visibility/brush/percent values. Params: widgetName? \\| className?, childName?, maxDepth? |
get_runtime_delegates |
(#161) Read delegate binding state on a live PIE widget. Params: widgetName, className? |
editor¶
Editor commands, Python execution, PIE, undo/redo, hot reload, viewport, performance, sequencer, build pipeline, logs, editor control.
| Action | Description |
|---|---|
start_editor |
Launch Unreal Editor with the current project and reconnect bridge |
stop_editor |
Close Unreal Editor gracefully |
restart_editor |
Stop then start the editor |
execute_command |
Run console command. Params: command |
execute_python |
Run Python in editor. Params: code |
run_python_file |
Run a Python file from disk with file/name populated (#142). Params: filePath, args? |
set_property |
Set UObject property. Params: objectPath, propertyName, value |
play_in_editor |
PIE control. Params: pieAction (start\\|stop\\|status) |
get_runtime_value |
Read PIE actor value. Params: actorLabel, propertyName |
get_pie_pawn |
Resolve the controlled pawn in the active PIE world. Params: playerIndex? (default 0) |
invoke_function |
Call a BlueprintCallable / Exec UFUNCTION on a target actor. Params: actorLabel, functionName, args? (object), world? (editor\\|pie) |
set_pie_time_scale |
Fast-forward PIE game time. Params: factor (>0) |
hot_reload |
Hot reload C++ |
undo |
Undo last transaction |
redo |
Redo last transaction |
get_perf_stats |
Editor performance stats |
run_stat |
Run stat command. Params: command |
set_scalability |
Set quality. Params: level |
capture_screenshot |
Screenshot. Params: filename?, resolution?, target? (auto\\|pie\\|editor; auto routes to PIE viewport when PIE is running) (#226) |
capture_scene_png |
Headless PNG screenshot via SceneCapture2D (works unfocused, guaranteed RGBA8 LDR). Params: outputPath, location?, rotation?, width? (default 1280), height? (default 720), fov? (default 90) (#148) |
get_viewport |
Get viewport camera |
set_viewport |
Set viewport camera. Params: location?, rotation? |
focus_on_actor |
Focus on actor. Params: actorLabel |
create_sequence |
Create Level Sequence. Params: name, packagePath? |
get_sequence_info |
Read sequence. Params: assetPath, includeSectionDetails? (attach sockets, first transform key values per track) |
add_sequence_track |
Add track. Params: assetPath, trackType, actorLabel? |
play_sequence |
Play/stop/pause sequence. Params: assetPath, sequenceAction |
build_all |
Build all (geometry, lighting, paths, HLOD) |
build_geometry |
Rebuild BSP geometry |
build_hlod |
Build HLODs |
validate_assets |
Run data validation. Params: directory? |
get_build_status |
Get build/map status |
cook_content |
Cook content. Params: platform? |
get_log |
Read output log. Params: maxLines?, filter?, category? |
search_log |
Search log. Params: query |
get_message_log |
Read message log. Params: logName? |
list_crashes |
List crash reports |
get_crash_info |
Get crash details. Params: crashFolder |
check_for_crashes |
Check for recent crashes |
set_dialog_policy |
Auto-respond to dialogs matching a pattern. Params: pattern, response |
clear_dialog_policy |
Clear dialog policies. Params: pattern? |
get_dialog_policy |
Get current dialog policies |
list_dialogs |
List active modal dialogs |
respond_to_dialog |
Click a button on the active modal dialog. Params: buttonIndex?, buttonLabel? |
open_asset |
Open asset in its editor. Params: assetPath |
reload_bridge |
Hot-reload Python bridge handlers from disk |
reflection¶
UE reflection: classes, structs, enums, gameplay tags.
| Action | Description |
|---|---|
reflect_class |
Reflect UClass. Params: className, includeInherited? |
reflect_struct |
Reflect UScriptStruct. Params: structName |
reflect_enum |
Reflect UEnum. Params: enumName |
list_classes |
List classes. Params: parentFilter?, limit? |
list_tags |
List gameplay tags. Params: filter? |
create_tag |
Create gameplay tag. Params: tag, comment? |
gameplay¶
Gameplay systems: physics, collision, navigation, input, behavior trees, AI (EQS, perception, State Trees, Smart Objects), game framework.
| Action | Description |
|---|---|
set_collision_profile |
Set collision preset. Params: actorLabel, profileName |
set_simulate_physics |
Toggle physics. Params: actorLabel, simulate |
set_collision_enabled |
Set collision mode. Params: actorLabel, collisionEnabled |
set_physics_properties |
Set mass/damping/gravity. Params: actorLabel, mass?, linearDamping?, angularDamping?, enableGravity? |
rebuild_navigation |
Rebuild navmesh |
get_navmesh_info |
Query nav system |
project_to_nav |
Project point to navmesh. Params: location, extent? |
spawn_nav_modifier |
Place nav modifier. Params: location, extent?, areaClass? |
create_input_action |
Create InputAction. Params: name, packagePath?, valueType? |
create_input_mapping |
Create InputMappingContext. Params: name, packagePath? |
list_input_assets |
List input assets. Params: directory?, recursive? |
read_imc |
Read InputMappingContext mappings. Params: imcPath |
list_input_mappings |
Alias for read_imc. List key→action bindings with triggers/modifiers. Params: imcPath |
add_imc_mapping |
Add key mapping to IMC. Params: imcPath, inputActionPath, key |
set_mapping_modifiers |
Set modifiers/triggers on an IMC mapping. Params: imcPath, mappingIndex?, modifiers?, triggers? |
remove_imc_mapping |
(#158) Remove an IMC mapping. Params: imcPath, mappingIndex? \\| (inputActionPath? + key?) |
set_imc_mapping_key |
(#158) Rebind an IMC mapping to a new key. Params: imcPath, newKey, mappingIndex? \\| key? \\| inputActionPath? |
set_imc_mapping_action |
(#158) Retarget an IMC mapping to a different InputAction. Params: imcPath, newInputActionPath, mappingIndex? \\| key? \\| inputActionPath? |
list_behavior_trees |
List behavior trees. Params: directory?, recursive? |
get_behavior_tree_info |
Inspect behavior tree (top-level + blackboard). Params: assetPath |
read_behavior_tree_graph |
Walk BT tree: composites, tasks, decorators, services with blackboard keys. Params: assetPath |
create_blackboard |
Create Blackboard. Params: name, packagePath? |
create_behavior_tree |
Create behavior tree. Params: name, packagePath?, blackboardPath? |
create_eqs_query |
Create EQS query. Params: name, packagePath? |
list_eqs_queries |
List EQS queries. Params: directory? |
add_perception |
Add AIPerceptionComponent. Params: blueprintPath, senses? |
configure_sense |
Configure perception sense. Params: blueprintPath, senseType, settings? |
create_state_tree |
Create StateTree. Params: name, packagePath? |
list_state_trees |
List StateTrees. Params: directory? |
add_state_tree_component |
Add StateTreeComponent. Params: blueprintPath |
create_smart_object_def |
Create SmartObjectDefinition. Params: name, packagePath? |
add_smart_object_component |
Add SmartObjectComponent. Params: blueprintPath |
inspect_pie |
Inspect PIE runtime. Params: actorLabel? |
get_pie_anim_state |
Get PIE anim instance state. Params: actorLabel |
get_pie_anim_properties |
Read arbitrary UPROPERTY values on a PIE actor's AnimInstance (#139). Params: actorLabel, propertyNames? (omit = dump all) |
get_pie_subsystem_state |
Read UPROPERTY values on a running subsystem in PIE (#139). Params: subsystemClass, scope? (game\\|world\\|engine\\|localplayer), propertyNames? |
create_game_mode |
Create GameMode BP. Params: name, packagePath?, parentClass?, defaults? |
create_game_state |
Create GameState BP. Params: name, packagePath?, parentClass? |
create_player_controller |
Create PlayerController BP. Params: name, packagePath?, parentClass? |
create_player_state |
Create PlayerState BP. Params: name, packagePath? |
create_hud |
Create HUD BP. Params: name, packagePath? |
set_world_game_mode |
Set level GameMode override. Params: gameModePath |
get_framework_info |
Get level framework classes |
get_navmesh_details |
Read RecastNavMesh generation params (cellSize, agentHeight, maxStepHeight, etc.) (#163) |
apply_damage_in_pie |
Apply damage to PIE actor. Params: actorLabel, baseDamage?, damageTypeClass? (#186) |
gas¶
Gameplay Ability System: abilities, effects, attribute sets, cues.
| Action | Description |
|---|---|
add_asc |
Add AbilitySystemComponent. Params: blueprintPath, componentName? |
create_attribute_set |
Create AttributeSet BP. Params: name, packagePath? |
add_attribute |
Add attribute to set. Params: attributeSetPath, attributeName, defaultValue? |
create_ability |
Create GameplayAbility BP. Params: name, packagePath?, parentClass? |
set_ability_tags |
Set tags on ability. Params: abilityPath, ability_tags?, cancel_abilities_with_tag?, activation_required_tags?, activation_blocked_tags? |
create_effect |
Create GameplayEffect BP. Params: name, packagePath?, durationPolicy? |
set_effect_modifier |
Add modifier. Params: effectPath, attribute, operation?, magnitude? |
create_cue |
Create GameplayCue. Params: name, packagePath?, cueType? |
get_info |
Inspect GAS setup. Params: blueprintPath |
networking¶
Networking and replication: actor replication, property replication, net relevancy, dormancy.
| Action | Description |
|---|---|
set_replicates |
Enable actor replication. Params: blueprintPath, replicates? |
set_property_replicated |
Mark variable as replicated. Params: blueprintPath, propertyName, replicated?, replicationCondition?, repNotify? |
configure_net_frequency |
Set update frequency. Params: blueprintPath, netUpdateFrequency?, minNetUpdateFrequency? |
set_dormancy |
Set net dormancy. Params: blueprintPath, dormancy |
set_net_load_on_client |
Control client loading. Params: blueprintPath, loadOnClient? |
set_always_relevant |
Always network relevant. Params: blueprintPath, alwaysRelevant? |
set_only_relevant_to_owner |
Only relevant to owner. Params: blueprintPath, onlyRelevantToOwner? |
configure_cull_distance |
Net cull distance. Params: blueprintPath, netCullDistanceSquared? |
set_priority |
Net priority. Params: blueprintPath, netPriority? |
set_replicate_movement |
Replicate movement. Params: blueprintPath, replicateMovement? |
get_info |
Get networking info. Params: blueprintPath |
demo¶
Neon Shrine demo scene builder and cleanup.
| Action | Description |
|---|---|
step |
Execute demo step. Params: stepIndex? |
cleanup |
Remove demo assets and actors |
feedback¶
Submit feedback to improve ue-mcp when native tools fall short and execute_python was used as a workaround.
| Action | Description |
|---|---|
submit |
Submit feedback about a tool gap. Params: title, summary, pythonWorkaround?, idealTool? |