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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?