Unreal Engine

Unreal Engine

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine via Remote Control API. Built with TypeScript and designed for game development automation.

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23 Tools

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Use cases

Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, animationPath, savePath, skeletonPath, parentClass, actorName, targetSkeleton, slotName, sectionName, notifyName, boneName, curveName, stateName, machineName, numFrames, frameRate, interpolationType, axisName, playRate, frame, time, length, location, rotation, scale, value, vehicleType, mass, dragCoefficient, artifacts, sourceSkeleton, sourceIKRigPath, targetIKRigPath, save, additiveAnimType, angularDamping, assets, assignToMesh, attachBoneName, axis, basePoseFrame, basePoseType, blendTime, blendType, blueprintPath, bodyA, bodyB, bodyType, boneTracks, cacheName, center, collisionEnabled, compileReferencers, constraintName, deltas, enableRootMotion, endFrame, forceRootLock, fromSection, fromState, layerSetup, limits, linearDamping, lodIndex, markerName, maxValue, minValue, montagePath, morphTargetName, morphTargetPath, newBoneName, nodeName, outputPath, overwrite, parentBoneName, physicsAssetName, physicsAssetPath, pitch, profileName, propertyName, radius, rebuildBlendParameters, relativeLocation, relativeRotation, relativeScale, removeChildren, rootBoneName, rootMotionRootLock, sampleValue, simulatePhysics, skeletalMeshPath, socketName, sourceBoneName, sourceChain, sourceMeshPath, startFrame, startTime, stateMachineName, suffix, targetBoneName, targetChain, targetMeshPath, threshold, toSection, toState, trackIndex, weights, yaw, params.

Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightData, minX, minY, maxX, maxY, updateNormals, location, rotation, sizeX, sizeY, sectionSize, sectionsPerComponent, componentCount, materialPath, tool, radius, strength, falloff, layerName, actorName, foliageType, foliageTypePath, meshPath, density, minScale, maxScale, cullDistance, alignToNormal, randomYaw, removeAll, locations, transforms, position, bounds, volumeName, seed, foliageTypes, points, quadsPerSection, count, assets, numLODs, subdivisions, tileSize, quality, staticMesh, timeoutMs, path, filename, assetPaths, heightmapPath, outputPath, landscapePath, landscapeActorPath, actorPath, layerInfoPath, physicalMaterialPath, noWeightBlend, hardness, waterBodyName, targetActor, particleSystemPath, curvePath, cubemapPath, settings, waveHeight, waveLength, amplitude, steepness, speed, direction, azimuth, elevation, collisionEnabled, names, time, spacing, heightScale, material, hour, intensity, skyLightIntensity, alignToSpline, arriveTangent, bClosedLoop, blueprintPath, compensationValue, componentName, enabled, forwardAxis, initialPoints, leaveTangent, lightType, materialIndex, maxBrightness, method, minBrightness, operation, pointIndex, pointRotation, pointScale, pointType, propertyName, propertyValue, randomOffsetRange, randomizeRotation, randomizeScale, region, rotationRange, save, skipFlush, splineType, useRandomOffset, width, params.

Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, packagePaths, recursivePaths, recursiveClasses, limit, offset, sourcePath, destinationPath, assetPaths, lodCount, posX, posY, newName, overwrite, save, fixupRedirectors, directoryPath, name, path, parentMaterial, width, height, depth, format, meshPath, tag, metadata, nodeType, nodeId, sourceNodeId, targetNodeId, inputName, parameterName, value, x, y, maxDepth, prefix, suffix, searchText, replaceText, paths, description, checkoutFiles, showConfirmation, pinName, materialPath, texturePath, coordinateIndex, parameterType, tags, folderPath, type, defaultValue, force, recursive, reportType, pattern, replacement, materialDomain, blendMode, shadingModel, domain, twoSided, uTiling, vTiling, operation, constA, constB, code, outputType, inputs, additionalOutputs, group, sourcePin, targetPin, direction, downstream, startNodeId, endPin, orphansOnly, functionPath, inputType, instancePath, layerName, blendType, layers, nodeIds, sourceTexture, strength, scale, octaves, samples, newWidth, newHeight, filterMethod, inBlack, inWhite, gamma, curvePoints, amount, radius, channel, redTexture, greenTexture, blueTexture, baseTexture, blendTexture, opacity, compressionSettings, textureGroup, lodBias, virtualTextureStreaming, neverStream, streamingPriority, speed, speedX, speedY, levels, params.

Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprintType, savePath, componentType, componentName, componentClass, attachTo, newParent, propertyName, variableName, oldName, newName, value, metadata, properties, graphName, nodeType, nodeId, pinName, linkedTo, memberName, x, y, location, rotation, scale, operations, eventType, customEventName, parameters, variableType, defaultValue, category, isReplicated, isPublic, functionName, inputs, outputs, posX, posY, eventName, parentComponent, meshPath, materialPath, applyAndSave, memberClass, targetClass, inputAxisName, actionPath, inputActionPath, inputActionAssetPath, saveAfterCompile, timeoutMs, parentClass, fromNodeId, fromPinName, toNodeId, toPinName, path, folder, widgetPath, slotName, parentSlot, anchorMin, anchorMax, alignment, zOrder, translation, shear, angle, visibility, clipping, text, fontSize, colorAndOpacity, autoWrap, texturePath, brushSize, isEnabled, isChecked, minValue, maxValue, stepSize, delta, percent, fillColorAndOpacity, isMarquee, inputType, hintText, options, selectedOption, orientation, scrollBarVisibility, alwaysShowScrollbar, columnCount, rowCount, slotPadding, minDesiredSlotWidth, minDesiredSlotHeight, innerSlotPadding, wrapWidth, explicitWrapWidth, widthOverride, heightOverride, minDesiredWidth, minDesiredHeight, stretch, stretchDirection, userSpecifiedScale, brushColor, padding, bindingSource, onHoveredFunction, onUnhoveredFunction, animationName, trackType, time, interpolation, loopCount, playMode, settingsType, includeProgressBar, promptFormat, maxVisibleObjectives, fadeTime, gridSize, showSpeakerName, segmentCount, previewSize, duration, height, nodeGuid, nodeName, parentName, position, preset, propertyValue, size, sourceNode, sourcePin, targetNode, targetPin, title, width, params.

About

Unreal Engine MCP Server

A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal Engine via Remote Control API. Built with TypeScript and designed for game development automation.

What is an MCP Server?

MCP Info

Image Building Info

AttributeDetails
Dockerfilehttps://github.com/ChiR24/Unreal_mcp/blob/8645bb8330b3b9ecbec78428d2621e4ddf274340/Dockerfile
Commit8645bb8330b3b9ecbec78428d2621e4ddf274340
Docker Image built byDocker Inc.
Docker Scout Health ScoreDocker Scout Health Score
Verify SignatureCOSIGN_REPOSITORY=mcp/signatures cosign verify mcp/unreal-engine-mcp-server --key https://raw.githubusercontent.com/docker/keyring/refs/heads/main/public/mcp/latest.pub
LicenceMIT License

Available Tools (23)

Tools provided by this ServerShort Description
animation_physicsAuthor animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles.
build_environmentBuild environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration.
control_actorSpawn actors, set transforms, enable physics, add components, manage tags, and attach actors.
control_editorStart/stop PIE, control viewport camera, run console commands, take screenshots, simulate input.
inspectInspect any UObject: read/write properties, list components, export snapshots, and query class info.
manage_aiBuild AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding.
manage_assetCreate/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis.
manage_audioPlay/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds.
manage_blueprintCreate Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts.
manage_characterCreate Character Blueprints with movement, locomotion, and animation state machines.
manage_combatCreate weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block).
manage_effectNiagara particle systems, VFX, debug shapes, and GPU simulations.
manage_gasCreate Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems.
manage_geometryCreate procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation.
manage_interactionCreate interactive objects: doors, switches, chests, levers.
manage_inventoryCreate item data assets, inventory components, world pickups, loot tables, and crafting recipes.
manage_levelLoad/save levels, configure streaming, and build lighting.
manage_level_structureStructure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds.
manage_networkingConfigure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings.
manage_pcgCreate, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size.
manage_sequenceEdit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera.
manage_toolsDynamic MCP tool management.
system_controlControl the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets.

Tools Details

Tool: animation_physics

Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, animationPath, savePath, skeletonPath, parentClass, actorName, targetSkeleton, slotName, sectionName, notifyName, boneName, curveName, stateName, machineName, numFrames, frameRate, interpolationType, axisName, playRate, frame, time, length, location, rotation, scale, value, vehicleType, mass, dragCoefficient, artifacts, sourceSkeleton, sourceIKRigPath, targetIKRigPath, save, additiveAnimType, angularDamping, assets, assignToMesh, attachBoneName, axis, basePoseFrame, basePoseType, blendTime, blendType, blueprintPath, bodyA, bodyB, bodyType, boneTracks, cacheName, center, collisionEnabled, compileReferencers, constraintName, deltas, enableRootMotion, endFrame, forceRootLock, fromSection, fromState, layerSetup, limits, linearDamping, lodIndex, markerName, maxValue, minValue, montagePath, morphTargetName, morphTargetPath, newBoneName, nodeName, outputPath, overwrite, parentBoneName, physicsAssetName, physicsAssetPath, pitch, profileName, propertyName, radius, rebuildBlendParameters, relativeLocation, relativeRotation, relativeScale, removeChildren, rootBoneName, rootMotionRootLock, sampleValue, simulatePhysics, skeletalMeshPath, socketName, sourceBoneName, sourceChain, sourceMeshPath, startFrame, startTime, stateMachineName, suffix, targetBoneName, targetChain, targetMeshPath, threshold, toSection, toState, trackIndex, weights, yaw, params.

ParametersTypeDescription
actionstringAction
actorNamestringoptionalName of the actor.
additiveAnimTypestringoptional
angularDampingnumberoptional
animationPathstringoptionalAsset path (e.g., /Game/Path/Asset).
artifactsarrayoptional
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
assetsarrayoptional
assignToMeshbooleanoptional
attachBoneNamestringoptionalName of the bone.
axisstringoptional
axisNamestringoptional
basePoseFramenumberoptional
basePoseTypestringoptional
blendTimenumberoptional
blendTypestringoptional
blueprintPathstringoptionalBlueprint asset path.
bodyAstringoptional
bodyBstringoptional
bodyTypestringoptional
boneNamestringoptionalName of the bone.
boneTracksarrayoptional
cacheNamestringoptional
centerobjectoptional3D location (x, y, z).
collisionEnabledbooleanoptional
compileReferencersbooleanoptionalforce_rebuild_blend_space: after rebuilding the BS, cascade-compile every AnimBlueprint that references it (via IAssetRegistry referencers). Response returns referencersCompiled count + compiledAnimBlueprints path list. Default true.
constraintNamestringoptional
curveNamestringoptional
deltasarrayoptional
dragCoefficientnumberoptional
enableRootMotionbooleanoptional
endFramenumberoptional
forceRootLockbooleanoptional
framenumberoptional
frameRatenumberoptional
fromSectionstringoptional
fromStatestringoptional
interpolationTypestringoptional
layerSetuparrayoptional
lengthnumberoptional
limitsobjectoptional
linearDampingnumberoptional
locationobjectoptional3D location (x, y, z).
lodIndexnumberoptional
machineNamestringoptional
markerNamestringoptional
massnumberoptional
maxValuenumberoptional
minValuenumberoptional
montagePathstringoptionalAsset path (e.g., /Game/Path/Asset).
morphTargetNamestringoptional
morphTargetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
namestringoptionalName identifier.
newBoneNamestringoptionalName of the bone.
nodeNamestringoptionalName of the node.
notifyNamestringoptional
numFramesnumberoptional
outputPathstringoptionalOutput file or directory path.
overwritebooleanoptionalOverwrite if the asset/file already exists.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentBoneNamestringoptionalName of the bone.
parentClassstringoptional
pathstringoptionalDirectory path for asset creation.
physicsAssetNamestringoptional
physicsAssetPathstringoptionalPath to physics asset.
pitchnumberoptional
playRatenumberoptional
profileNamestringoptional
propertyNamestringoptionalName of the property.
radiusnumberoptional
rebuildBlendParametersbooleanoptionalforce_rebuild_blend_space: also trigger PostEditChangeProperty for the BlendParameters UPROPERTY (axis min/max changed). Default false.
relativeLocationobjectoptional3D location (x, y, z).
relativeRotationobjectoptional3D rotation (pitch, yaw, roll).
relativeScaleobjectoptional3D scale (x, y, z).
removeChildrenbooleanoptional
rootBoneNamestringoptionalName of the bone.
rootMotionRootLockstringoptional
rotationobjectoptional3D rotation (pitch, yaw, roll).
sampleValuenumberoptional
savebooleanoptionalSave the asset(s) after the operation.
savePathstringoptionalPath to save the asset.
scaleobjectoptional3D scale (x, y, z).
sectionNamestringoptional
simulatePhysicsbooleanoptional
skeletalMeshPathstringoptionalSkeletal mesh path.
skeletonPathstringoptionalAsset path (e.g., /Game/Path/Asset).
slotNamestringoptional
socketNamestringoptionalName of the socket.
sourceBoneNamestringoptionalName of the bone.
sourceChainstringoptional
sourceIKRigPathstringoptionalAsset path (e.g., /Game/Path/Asset).
sourceMeshPathstringoptionalMesh asset path.
sourceSkeletonstringoptionalAsset path (e.g., /Game/Path/Asset).
startFramenumberoptional
startTimenumberoptional
stateMachineNamestringoptional
stateNamestringoptional
suffixstringoptional
targetBoneNamestringoptionalName of the bone.
targetChainstringoptional
targetIKRigPathstringoptionalAsset path (e.g., /Game/Path/Asset).
targetMeshPathstringoptionalMesh asset path.
targetSkeletonstringoptionalAsset path (e.g., /Game/Path/Asset).
thresholdnumberoptional
timenumberoptional
toSectionstringoptional
toStatestringoptional
trackIndexnumberoptional
valuestringoptionalGeneric value (any type).
vehicleTypestringoptional
weightsarrayoptional
yawnumberoptional

Tool: build_environment

Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightData, minX, minY, maxX, maxY, updateNormals, location, rotation, sizeX, sizeY, sectionSize, sectionsPerComponent, componentCount, materialPath, tool, radius, strength, falloff, layerName, actorName, foliageType, foliageTypePath, meshPath, density, minScale, maxScale, cullDistance, alignToNormal, randomYaw, removeAll, locations, transforms, position, bounds, volumeName, seed, foliageTypes, points, quadsPerSection, count, assets, numLODs, subdivisions, tileSize, quality, staticMesh, timeoutMs, path, filename, assetPaths, heightmapPath, outputPath, landscapePath, landscapeActorPath, actorPath, layerInfoPath, physicalMaterialPath, noWeightBlend, hardness, waterBodyName, targetActor, particleSystemPath, curvePath, cubemapPath, settings, waveHeight, waveLength, amplitude, steepness, speed, direction, azimuth, elevation, collisionEnabled, names, time, spacing, heightScale, material, hour, intensity, skyLightIntensity, alignToSpline, arriveTangent, bClosedLoop, blueprintPath, compensationValue, componentName, enabled, forwardAxis, initialPoints, leaveTangent, lightType, materialIndex, maxBrightness, method, minBrightness, operation, pointIndex, pointRotation, pointScale, pointType, propertyName, propertyValue, randomOffsetRange, randomizeRotation, randomizeScale, region, rotationRange, save, skipFlush, splineType, useRandomOffset, width, params.

ParametersTypeDescription
actionstringAction
actorNamestringoptionalName of the actor.
actorPathstringoptional
alignToNormalbooleanoptional
alignToSplinebooleanoptional
amplitudenumberoptional
arriveTangentobjectoptional3D location (x, y, z).
assetPathsarrayoptional
assetsarrayoptional
azimuthnumberoptional
bClosedLoopbooleanoptional
blueprintPathstringoptionalBlueprint asset path.
boundsobjectoptional
collisionEnabledbooleanoptional
compensationValuenumberoptional
componentCountobjectoptional2D vector.
componentNamestringoptionalName of the component.
countnumberoptional
cubemapPathstringoptionalAsset path (e.g., /Game/Path/Asset).
cullDistancenumberoptional
curvePathstringoptionalAsset path (e.g., /Game/Path/Asset).
densitynumberoptional
directionobjectoptional3D rotation (pitch, yaw, roll).
elevationnumberoptional
enabledbooleanoptionalWhether the item/feature is enabled.
falloffnumberoptional
filenamestringoptional
foliageTypestringoptional
foliageTypePathstringoptionalAsset path (e.g., /Game/Path/Asset).
foliageTypesarrayoptional
forwardAxisstringoptional
hardnessnumberoptional
heightDataarrayoptional
heightScalenumberoptional
heightmapPathstringoptional
hournumberoptional
initialPointsarrayoptional
intensitynumberoptional
landscapeActorPathstringoptional
landscapeNamestringoptional
landscapePathstringoptionalAsset path (e.g., /Game/Path/Asset).
layerInfoPathstringoptionalAsset path (e.g., /Game/Path/Asset).
layerNamestringoptional
leaveTangentobjectoptional3D location (x, y, z).
lightTypestringoptional
locationobjectoptional3D location (x, y, z).
locationsarrayoptional
materialstringoptionalMaterial asset path.
materialIndexnumberoptional
materialPathstringoptionalMaterial asset path.
maxBrightnessnumberoptional
maxScalenumberoptional
maxXnumberoptional
maxYnumberoptional
meshPathstringoptionalMesh asset path.
methodstringoptional
minBrightnessnumberoptional
minScalenumberoptional
minXnumberoptional
minYnumberoptional
namestringoptionalName identifier.
namesarrayoptional
noWeightBlendbooleanoptional
numLODsnumberoptional
operationstringoptional
outputPathstringoptional
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
particleSystemPathstringoptionalAsset path (e.g., /Game/Path/Asset).
pathstringoptionalPath to a directory.
physicalMaterialPathstringoptionalAsset path (e.g., /Game/Path/Asset).
pointIndexnumberoptional
pointRotationobjectoptional3D rotation (pitch, yaw, roll).
pointScaleobjectoptional3D scale (x, y, z).
pointTypestringoptional
pointsarrayoptional
positionobjectoptional3D location (x, y, z).
propertyNamestringoptionalName of the property.
propertyValuestringoptionalGeneric value (any type).
quadsPerSectionnumberoptional
qualitystringoptional
radiusnumberoptional
randomOffsetRangenumberoptional
randomYawbooleanoptional
randomizeRotationbooleanoptional
randomizeScalebooleanoptional
regionobjectoptional
removeAllbooleanoptional
rotationobjectoptional3D rotation (pitch, yaw, roll).
rotationRangeobjectoptional3D rotation (pitch, yaw, roll).
savebooleanoptionalSave the asset(s) after the operation.
sectionSizenumberoptional
sectionsPerComponentnumberoptional
seednumberoptional
settingsobjectoptional
sizeXnumberoptional
sizeYnumberoptional
skipFlushbooleanoptional
skyLightIntensitynumberoptional
spacingnumberoptional
speednumberoptional
splineTypestringoptional
staticMeshstringoptionalMesh asset path.
steepnessnumberoptional
strengthnumberoptional
subdivisionsnumberoptional
targetActorstringoptionalName of the actor.
tileSizenumberoptional
timenumberoptional
timeoutMsnumberoptional
toolstringoptional
transformsarrayoptional
updateNormalsbooleanoptional
useRandomOffsetbooleanoptional
volumeNamestringoptional
waterBodyNamestringoptionalName of the actor.
waveHeightnumberoptional
waveLengthnumberoptional
widthnumberoptional

Tool: control_actor

Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: actorName, childActor, parentActor, classPath, meshPath, materialPath, materialSlot, materialIndex, allComponents, blueprintPath, location, rotation, scale, force, componentType, componentName, properties, visible, newName, tag, variables, snapshotName, actorClass, actorNames, arguments, className, collisionEnabled, functionName, limit, filter, name, offset, propertyName, value, params.

ParametersTypeDescription
actionstringAction
actorClassstringoptional
actorNamestringoptionalName of the actor.
actorNamesarrayoptional
allComponentsbooleanoptional
argumentsstringoptionalGeneric value (any type).
blueprintPathstringoptionalBlueprint asset path.
childActorstringoptionalName of the child actor (for attach/detach operations).
classNamestringoptional
classPathstringoptionalAsset path (e.g., /Game/Path/Asset).
collisionEnabledbooleanoptional
componentNamestringoptionalName of the component.
componentTypestringoptional
filterstringoptional
forceobjectoptional3D vector.
functionNamestringoptionalName of the function.
limitnumberoptional
locationobjectoptional3D location (x, y, z).
materialIndexintegeroptional
materialPathstringoptionalMaterial asset path.
materialSlotintegeroptional
meshPathstringoptionalMesh asset path.
namestringoptionalName identifier.
newNamestringoptionalNew name for renaming.
offsetobjectoptional3D location (x, y, z).
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentActorstringoptionalName of the parent actor (for attach operations).
propertiesobjectoptional
propertyNamestringoptionalName of the property.
rotationobjectoptional3D rotation (pitch, yaw, roll).
scaleobjectoptional3D scale (x, y, z).
snapshotNamestringoptional
tagstringoptionalName of the tag.
valuestringoptionalGeneric value (any type).
variablesobjectoptional
visiblebooleanoptionalWhether the item/actor is visible.

Tool: control_editor

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width, height, command, steps, bookmarkName, assetPath, path, levelPath, actorName, objectPath, name, blendTime, mode, returnBase64, includeMetadata, metadata, deltaTime, resolution, realtime, stat, category, preferences, key, type, inputType, inputAction, x, y, button, id, params.

ParametersTypeDescription
actionstringEditor action
actorNamestringoptionalName of the actor.
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
blendTimenumberoptional
bookmarkNamestringoptional
buttonstringoptional
categorystringoptional
commandstringoptional
deltaTimenumberoptional
enabledbooleanoptionalWhether the item/feature is enabled.
filenamestringoptional
fovnumberoptional
heightnumberoptional
idstringoptional
includeMetadatabooleanoptional
inputActionstringoptional
inputTypestringoptional
keystringoptional
levelPathstringoptionalLevel asset path.
locationobjectoptional3D location (x, y, z).
metadataobjectoptional
modestringoptionalEditor mode for set_editor_mode, or screenshot source: editor_viewport, game_viewport, full_editor_window.
namestringoptionalName identifier.
objectPathstringoptional
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstringoptionalPath to a directory.
preferencesobjectoptional
realtimebooleanoptional
resolutionstringoptionalResolution setting (e.g., 1024x1024).
returnBase64booleanoptionalReturn PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport modes.
rotationobjectoptional3D rotation (pitch, yaw, roll).
speednumberoptional
statstringoptional
stepsintegeroptional
typestringoptional
viewModestringoptional
widthnumberoptional
xnumberoptional
ynumberoptional

Tool: inspect

Inspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blueprintPath, optional detailed/componentName/propertyNames), inspect_class (class metadata), inspect_object (world actor), get_property/set_property, get_components, list_objects, find_by_class, find_by_tag, runtime_report. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: objectPath, propertyName, propertyPath, value, actorName, name, componentName, className, classPath, tag, filter, snapshotName, blueprintPath, detailed, propertyNames, componentNames, params.

ParametersTypeDescription
actionstringAction
actorNamestringoptionalName of the actor.
blueprintPathstringoptionalBlueprint asset path.
classNamestringoptional
classPathstringoptionalAsset path (e.g., /Game/Path/Asset).
componentNamestringoptionalName of the component.
componentNamesarrayoptional
detailedbooleanoptional
filterstringoptional
namestringoptionalName identifier.
objectPathstringoptionalAsset path (e.g., /Game/Path/Asset).
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
propertyNamestringoptionalName of the property.
propertyNamesarrayoptional
propertyPathstringoptional
snapshotNamestringoptional
tagstringoptionalName of the tag.
valuestringoptionalGeneric value (any type).

Tool: manage_ai

Build AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, controllerPath, behaviorTreePath, blackboardPath, keyName, keyType, baseObjectClass, isInstanceSynced, compositeType, taskType, decoratorType, serviceType, subnodeType, nodeClass, parentNodeId, nodeId, queryPath, generatorType, contextType, testType, generatorSettings, testSettings, testIndex, sightConfig, hearingConfig, damageConfig, teamId, dominantSense, stateTreePath, stateName, fromState, toState, definitionPath, slotIndex, configPath, actorName, agentRadius, agentHeight, agentStepHeight, agentMaxSlope, cellSize, cellHeight, tileSizeUU, minRegionArea, mergeRegionSize, maxSimplificationError, areaClass, failsafeExtent, areaCost, startPoint, endPoint, direction, snapRadius, linkEnabled, linkType, enabledAreaClass, disabledAreaClass, broadcastRadius, broadcastInterval, bCreateBoxObstacle, obstacleOffset, obstacleExtent, obstacleAreaClass, save, componentName, location, rotation, assetPath, childNodeId, comment, enableDamage, enableHearing, enableSight, enabled, focusActorName, hearingRange, loseSightRadius, nodeType, offset, parentStateName, peripheralVisionAngle, properties, savePath, sightRadius, spawnCount, stateType, triggerType, value, x, y, params.

ParametersTypeDescription
actionstringAI action to perform
actorNamestringoptionalName of the actor.
agentHeightnumberoptionalNavigation agent height (default: 144).
agentMaxSlopenumberoptionalMaximum slope angle in degrees (default: 44).
agentRadiusnumberoptionalNavigation agent radius (default: 35).
agentStepHeightnumberoptionalMaximum step height agent can climb (default: 35).
areaClassstringoptionalNavigation area class path.
areaCostnumberoptionalPathfinding cost multiplier for area (1.0 = normal).
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
bCreateBoxObstaclebooleanoptionalAdd box obstacle during nav generation.
baseObjectClassstringoptional
behaviorTreePathstringoptionalPath to behavior tree asset.
blackboardPathstringoptionalPath to blackboard asset.
blueprintPathstringoptionalBlueprint asset path.
broadcastIntervalnumberoptionalInterval for state change broadcast (0 = single).
broadcastRadiusnumberoptionalRadius for state change broadcast.
cellHeightnumberoptionalNavMesh cell height (default: 10).
cellSizenumberoptionalNavMesh cell size (default: 19).
childNodeIdstringoptionalID of the node.
commentstringoptional
componentNamestringoptionalName of the component.
compositeTypestringoptionalComposite node type.
configPathstringoptionalPath to config asset.
contextTypestringoptionalEQS context type.
controllerPathstringoptionalPath to controller blueprint.
damageConfigobjectoptionalAI damage sense configuration.
decoratorTypestringoptionalDecorator node type.
definitionPathstringoptionalPath to definition asset.
directionstringoptionalLink traversal direction.
disabledAreaClassstringoptionalArea class when smart link is disabled.
dominantSensestringoptionalDominant sense for perception prioritization.
enableDamagebooleanoptional
enableHearingbooleanoptional
enableSightbooleanoptional
enabledbooleanoptional
enabledAreaClassstringoptionalArea class when smart link is enabled.
endPointobjectoptionalEnd point of navigation link (relative to actor).
failsafeExtentobjectoptionalFailsafe extent for nav modifier when actor has no collision.
focusActorNamestringoptionalName of the actor.
fromStatestringoptionalSource state name.
generatorSettingsobjectoptionalGenerator-specific settings.
generatorTypestringoptionalEQS generator type.
hearingConfigobjectoptionalAI hearing sense configuration.
hearingRangenumberoptional
isInstanceSyncedbooleanoptionalSync key across instances.
keyNamestringoptionalName of the key.
keyTypestringoptionalBlackboard key data type.
linkEnabledbooleanoptionalWhether the link is enabled.
linkTypestringoptionalType of navigation link.
locationobjectoptionalWorld location for nav link proxy.
loseSightRadiusnumberoptional
maxSimplificationErrornumberoptionalEdge simplification error.
mergeRegionSizenumberoptionalRegion merge threshold.
minRegionAreanumberoptionalMinimum region area to keep.
namestringoptionalName identifier.
nodeClassstringoptionalNode class path.
nodeIdstringoptionalID of the node.
nodeTypestringoptional
obstacleAreaClassstringoptionalArea class for box obstacle.
obstacleExtentobjectoptionalExtent of simple box obstacle.
obstacleOffsetobjectoptionalOffset of simple box obstacle.
offsetobjectoptional3D vector.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentNodeIdstringoptionalID of the node.
parentStateNamestringoptional
pathstringoptionalDirectory path for asset creation.
peripheralVisionAnglenumberoptional
propertiesobjectoptional
queryPathstringoptionalPath to EQS query asset.
rotationobjectoptionalRotation for nav link proxy.
savebooleanoptionalSave the asset(s) after the operation.
savePathstringoptionalPath to save the asset.
serviceTypestringoptionalService node type.
sightConfigobjectoptionalAI sight sense configuration.
sightRadiusnumberoptional
slotIndexnumberoptionalIndex of slot to configure.
snapRadiusnumberoptionalSnap radius for link endpoints (default: 30).
spawnCountnumberoptional
startPointobjectoptionalStart point of navigation link (relative to actor).
stateNamestringoptionalName of the state.
stateTreePathstringoptionalPath to State Tree asset.
stateTypestringoptional
subnodeTypestringoptionalBehavior Tree subnode kind for add_subnode.
taskTypestringoptionalTask node type.
teamIdnumberoptionalTeam ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.).
testIndexnumberoptionalIndex of test to configure.
testSettingsobjectoptionalTest scoring and filter settings.
testTypestringoptionalEQS test type.
tileSizeUUnumberoptionalNavMesh tile size in UU (default: 1000).
toStatestringoptionalTarget state name.
triggerTypestringoptional
valuestringoptionalGeneric value (any type).
xnumberoptional
ynumberoptional

Tool: manage_asset

Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, packagePaths, recursivePaths, recursiveClasses, limit, offset, sourcePath, destinationPath, assetPaths, lodCount, posX, posY, newName, overwrite, save, fixupRedirectors, directoryPath, name, path, parentMaterial, width, height, depth, format, meshPath, tag, metadata, nodeType, nodeId, sourceNodeId, targetNodeId, inputName, parameterName, value, x, y, maxDepth, prefix, suffix, searchText, replaceText, paths, description, checkoutFiles, showConfirmation, pinName, materialPath, texturePath, coordinateIndex, parameterType, tags, folderPath, type, defaultValue, force, recursive, reportType, pattern, replacement, materialDomain, blendMode, shadingModel, domain, twoSided, uTiling, vTiling, operation, constA, constB, code, outputType, inputs, additionalOutputs, group, sourcePin, targetPin, direction, downstream, startNodeId, endPin, orphansOnly, functionPath, inputType, instancePath, layerName, blendType, layers, nodeIds, sourceTexture, strength, scale, octaves, samples, newWidth, newHeight, filterMethod, inBlack, inWhite, gamma, curvePoints, amount, radius, channel, redTexture, greenTexture, blueTexture, baseTexture, blendTexture, opacity, compressionSettings, textureGroup, lodBias, virtualTextureStreaming, neverStream, streamingPriority, speed, speedX, speedY, levels, params.

ParametersTypeDescription
actionstringAction to perform
additionalOutputsarrayoptional
amountnumberoptional
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
assetPathsarrayoptional
baseTexturestringoptionalTexture asset path.
blendModestringoptional
blendTexturestringoptionalTexture asset path.
blendTypestringoptional
blueTexturestringoptionalTexture asset path.
channelstringoptional
checkoutFilesbooleanoptional
classNamesarrayoptional
codestringoptional
compressionSettingsstringoptional
constAnumberoptional
constBnumberoptional
coordinateIndexnumberoptional
curvePointsarrayoptional
defaultValuestringoptionalGeneric value (any type).
depthnumberoptional
descriptionstringoptional
destinationPathstringoptionalDestination path for move/copy.
directionstringoptional
directorystringoptionalPath to a directory.
directoryPathstringoptionalPath to a directory.
domainstringoptional
downstreambooleanoptional
endPinstringoptionalName of the pin.
filterMethodstringoptional
fixupRedirectorsbooleanoptional
folderPathstringoptionalPath to a directory.
forcebooleanoptional
formatstringoptional
functionPathstringoptionalAsset path (e.g., /Game/Path/Asset).
gammanumberoptional
greenTexturestringoptionalTexture asset path.
groupstringoptional
heightnumberoptional
inBlacknumberoptional
inWhitenumberoptional
inputNamestringoptionalName of the pin.
inputTypestringoptional
inputsarrayoptional
instancePathstringoptionalAsset path (e.g., /Game/Path/Asset).
layerNamestringoptional
layersarrayoptional
levelsnumberoptional
limitnumberoptional
lodBiasnumberoptional
lodCountnumberoptional
materialDomainstringoptional
materialPathstringoptionalMaterial asset path.
maxDepthnumberoptional
meshPathstringoptionalMesh asset path.
metadataobjectoptional
namestringoptionalName identifier.
neverStreambooleanoptional
newHeightnumberoptional
newNamestringoptionalNew name for renaming.
newWidthnumberoptional
nodeIdstringoptionalID of the node.
nodeIdsarrayoptional
nodeTypestringoptional
octavesnumberoptional
offsetnumberoptional
opacitynumberoptional
operationstringoptional
orphansOnlybooleanoptional
outputTypestringoptional
overwritebooleanoptionalOverwrite if the asset/file already exists.
packagePathsarrayoptional
parameterNamestringoptionalName of the parameter.
parameterTypestringoptional
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentMaterialstringoptionalMaterial asset path.
pathstringoptionalPath to a directory.
pathsarrayoptional
patternstringoptional
pinNamestringoptionalName of the pin.
posXnumberoptional
posYnumberoptional
prefixstringoptional
radiusnumberoptional
recursivebooleanoptional
recursiveClassesbooleanoptional
recursivePathsbooleanoptional
redTexturestringoptionalTexture asset path.
replaceTextstringoptional
replacementstringoptional
reportTypestringoptional
samplesnumberoptional
savebooleanoptionalSave the asset(s) after the operation.
scalenumberoptional
searchTextstringoptional
shadingModelstringoptional
showConfirmationbooleanoptional
sourceNodeIdstringoptionalID of the source node.
sourcePathstringoptionalSource path for import/move/copy.
sourcePinstringoptionalName of the source pin.
sourceTexturestringoptionalTexture asset path.
speednumberoptional
speedXnumberoptional
speedYnumberoptional
startNodeIdstringoptionalID of the node.
streamingPrioritynumberoptional
strengthnumberoptional
suffixstringoptional
tagstringoptionalName of the tag.
tagsarrayoptional
targetNodeIdstringoptionalID of the target node.
targetPinstringoptionalName of the target pin.
textureGroupstringoptional
texturePathstringoptionalTexture asset path.
twoSidedbooleanoptional
typestringoptional
uTilingnumberoptional
vTilingnumberoptional
valuestringoptionalGeneric value (any type).
virtualTextureStreamingbooleanoptional
widthnumberoptional
xnumberoptional
ynumberoptional

Tool: manage_audio

Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, soundPath, location, rotation, volume, pitch, startTime, attenuationPath, concurrencyPath, mixName, soundClassName, fadeInTime, fadeOutTime, fadeTime, targetVolume, attachPointName, actorName, componentName, parentClass, properties, innerRadius, falloffDistance, attenuationShape, falloffMode, reverbEffect, size, analysisType, windowSize, outputType, soundName, fadeType, lowPassFilterFrequency, enabled, path, assetPath, save, wavePath, nodeType, sourceNodeId, targetNodeId, looping, inputName, inputType, outputName, sourceNode, sourcePin, targetNode, targetPin, defaultValue, soundClassPath, dopplerIntensity, effectType, enable, enableReverbSend, occlusionFilterScale, occlusionInterpolationTime, occlusionVolumeScale, reverbDistanceMax, reverbDistanceMin, reverbWetLevelMax, reverbWetLevelMin, sourceOutputName, spatialization, speakerPath, targetInputName, velocityScale, volumeAdjuster, params.

ParametersTypeDescription
actionstringAction
actorNamestringoptionalName of the actor.
analysisTypestringoptional
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
attachPointNamestringoptionalName of the socket.
attenuationPathstringoptionalAsset path (e.g., /Game/Path/Asset).
attenuationShapestringoptional
componentNamestringoptionalName of the component.
concurrencyPathstringoptionalAsset path (e.g., /Game/Path/Asset).
defaultValuestringoptionalGeneric value (any type).
dopplerIntensitynumberoptional
effectTypestringoptional
enablebooleanoptional
enableReverbSendbooleanoptional
enabledbooleanoptionalWhether the item/feature is enabled.
fadeInTimenumberoptional
fadeOutTimenumberoptional
fadeTimenumberoptional
fadeTypestringoptional
falloffDistancenumberoptional
falloffModestringoptional
innerRadiusnumberoptional
inputNamestringoptionalName of the input.
inputTypestringoptional
locationobjectoptional3D location (x, y, z).
loopingbooleanoptionalWhether to loop.
lowPassFilterFrequencynumberoptional
mixNamestringoptional
namestringoptionalName identifier.
nodeTypestringoptional
occlusionFilterScalenumberoptional
occlusionInterpolationTimenumberoptional
occlusionVolumeScalenumberoptional
outputNamestringoptionalName of the output.
outputTypestringoptional
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstringoptional
pathstringoptionalDirectory path for asset creation.
pitchnumberoptional
propertiesobjectoptional
reverbDistanceMaxnumberoptional
reverbDistanceMinnumberoptional
reverbEffectstringoptional
reverbWetLevelMaxnumberoptional
reverbWetLevelMinnumberoptional
rotationobjectoptional3D rotation (pitch, yaw, roll).
savebooleanoptionalSave the asset(s) after the operation.
sizeobjectoptional3D scale (x, y, z).
soundClassNamestringoptional
soundClassPathstringoptionalSound class path.
soundNamestringoptional
soundPathstringoptionalSound asset path.
sourceNodestringoptionalSource node name.
sourceNodeIdstringoptionalID of the source node.
sourceOutputNamestringoptional
sourcePinstringoptionalName of the source pin.
spatializationstringoptional
speakerPathstringoptionalAsset path (e.g., /Game/Path/Asset).
startTimenumberoptional
targetInputNamestringoptional
targetNodestringoptionalTarget node name.
targetNodeIdstringoptionalID of the target node.
targetPinstringoptionalName of the target pin.
targetVolumenumberoptional
velocityScalenumberoptional
volumenumberoptional
volumeAdjusternumberoptional
wavePathstringoptionalPath to SoundWave asset.
windowSizenumberoptional

Tool: manage_blueprint

Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprintType, savePath, componentType, componentName, componentClass, attachTo, newParent, propertyName, variableName, oldName, newName, value, metadata, properties, graphName, nodeType, nodeId, pinName, linkedTo, memberName, x, y, location, rotation, scale, operations, eventType, customEventName, parameters, variableType, defaultValue, category, isReplicated, isPublic, functionName, inputs, outputs, posX, posY, eventName, parentComponent, meshPath, materialPath, applyAndSave, memberClass, targetClass, inputAxisName, actionPath, inputActionPath, inputActionAssetPath, saveAfterCompile, timeoutMs, parentClass, fromNodeId, fromPinName, toNodeId, toPinName, path, folder, widgetPath, slotName, parentSlot, anchorMin, anchorMax, alignment, zOrder, translation, shear, angle, visibility, clipping, text, fontSize, colorAndOpacity, autoWrap, texturePath, brushSize, isEnabled, isChecked, minValue, maxValue, stepSize, delta, percent, fillColorAndOpacity, isMarquee, inputType, hintText, options, selectedOption, orientation, scrollBarVisibility, alwaysShowScrollbar, columnCount, rowCount, slotPadding, minDesiredSlotWidth, minDesiredSlotHeight, innerSlotPadding, wrapWidth, explicitWrapWidth, widthOverride, heightOverride, minDesiredWidth, minDesiredHeight, stretch, stretchDirection, userSpecifiedScale, brushColor, padding, bindingSource, onHoveredFunction, onUnhoveredFunction, animationName, trackType, time, interpolation, loopCount, playMode, settingsType, includeProgressBar, promptFormat, maxVisibleObjectives, fadeTime, gridSize, showSpeakerName, segmentCount, previewSize, duration, height, nodeGuid, nodeName, parentName, position, preset, propertyValue, size, sourceNode, sourcePin, targetNode, targetPin, title, width, params.

ParametersTypeDescription
actionstringBlueprint action
actionPathstringoptionalAsset path (e.g., /Game/Path/Asset).
alignmentobjectoptionalWidget alignment (0-1).
alwaysShowScrollbarbooleanoptionalAlways show scrollbar.
anchorMaxobjectoptionalMaximum anchor point (0-1).
anchorMinobjectoptionalMinimum anchor point (0-1).
anglenumberoptionalAngle in degrees.
animationNamestringoptionalAnimation name.
applyAndSavebooleanoptional
attachTostringoptional
autoWrapbooleanoptionalEnable text auto-wrap.
bindingSourcestringoptionalVariable or function name to bind to.
blueprintPathstringoptionalBlueprint asset path.
blueprintTypestringoptionalPath or name of the parent class.
brushColorobjectoptionalBorder brush color.
brushSizeobjectoptionalBrush/image size.
categorystringoptional
clippingstringoptionalWidget clipping mode.
colorAndOpacityobjectoptionalColor and opacity (0-1 values).
columnCountnumberoptionalNumber of columns.
componentClassstringoptional
componentNamestringoptionalName of the component.
componentTypestringoptional
customEventNamestringoptionalName of the event.
defaultValuestringoptionalGeneric value (any type).
deltanumberoptionalSpinbox increment.
durationnumberoptional
eventNamestringoptionalName of the event.
eventTypestringoptional
explicitWrapWidthbooleanoptionalUse explicit wrap width.
fadeTimenumberoptionalFade time in seconds.
fillColorAndOpacityobjectoptionalFill color for progress bar.
folderstringoptionalPath to a directory.
fontSizenumberoptionalFont size.
fromNodeIdstringoptionalID of the source node.
fromPinNamestringoptionalName of the source pin.
functionNamestringoptionalName of the function.
graphNamestringoptionalName of the graph.
gridSizeobjectoptionalInventory grid size.
heightnumberoptional
heightOverridenumberoptionalHeight override for size box.
hintTextstringoptionalPlaceholder hint text.
includeProgressBarbooleanoptionalInclude progress bar.
innerSlotPaddingobjectoptionalInner wrap box slot padding.
inputActionAssetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
inputActionPathstringoptionalAsset path (e.g., /Game/Path/Asset).
inputAxisNamestringoptional
inputTypestringoptionalText input type.
inputsarrayoptional
interpolationstringoptionalKeyframe interpolation.
isCheckedbooleanoptionalCheckbox checked state.
isEnabledbooleanoptionalWidget enabled state.
isMarqueebooleanoptionalProgress bar marquee mode.
isPublicbooleanoptional
isReplicatedbooleanoptional
linkedTostringoptional
locationarrayoptional
loopCountnumberoptionalNumber of loops (-1 for infinite).
materialPathstringoptionalMaterial asset path.
maxValuenumberoptionalMaximum value.
maxVisibleObjectivesnumberoptionalMaximum visible objectives.
memberClassstringoptional
memberNamestringoptional
meshPathstringoptionalMesh asset path.
metadataobjectoptional
minDesiredHeightnumberoptionalMinimum desired height.
minDesiredSlotHeightnumberoptionalMinimum slot height.
minDesiredSlotWidthnumberoptionalMinimum slot width.
minDesiredWidthnumberoptionalMinimum desired width.
minValuenumberoptionalMinimum value.
namestringoptionalName identifier.
newNamestringoptionalNew name for renaming.
newParentstringoptional
nodeGuidstringoptional
nodeIdstringoptionalID of the node.
nodeNamestringoptionalName of the node.
nodeTypestringoptional
oldNamestringoptional
onHoveredFunctionstringoptionalFunction to call on hover.
onUnhoveredFunctionstringoptionalFunction to call on unhover.
operationsarrayoptional
optionsarrayoptionalCombo box options.
orientationstringoptionalWidget orientation.
outputsarrayoptional
paddingobjectoptionalWidget slot padding.
parametersarrayoptional
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstringoptionalPath or name of the parent class.
parentComponentstringoptional
parentNamestringoptional
parentSlotstringoptionalParent slot to add widget to.
pathstringoptionalDirectory path for asset creation.
percentnumberoptionalProgress bar percentage (0-1).
pinNamestringoptionalName of the pin.
playModestringoptionalAnimation play mode.
posXnumberoptional
posYnumberoptional
positionobjectoptional3D location (x, y, z).
presetstringoptional
previewSizestringoptionalPreview resolution preset.
promptFormatstringoptionalInteraction prompt format.
propertiesobjectoptional
propertyNamestringoptionalName of the property.
propertyValuestringoptionalGeneric value (any type).
rotationarrayoptional
rowCountnumberoptionalNumber of rows.
saveAfterCompilebooleanoptional
savePathstringoptionalPath to save the asset.
scalearrayoptional
scrollBarVisibilitystringoptionalScroll bar visibility.
segmentCountnumberoptionalNumber of radial segments.
selectedOptionstringoptionalSelected combo box option.
settingsTypestringoptionalSettings menu type.
shearobjectoptionalRender shear.
showSpeakerNamebooleanoptionalShow speaker name.
sizenumberoptional
slotNamestringoptionalName of the slot.
slotPaddingobjectoptionalPadding between uniform grid slots.
sourceNodestringoptional
sourcePinstringoptionalName of the source pin.
stepSizenumberoptionalValue step size.
stretchstringoptionalScale box stretch mode.
stretchDirectionstringoptionalScale box stretch direction.
targetClassstringoptional
targetNodestringoptional
targetPinstringoptionalName of the target pin.
textstringoptionalText content.
texturePathstringoptionalTexture asset path.
timenumberoptionalKeyframe time.
timeoutMsnumberoptional
titlestringoptional
toNodeIdstringoptionalID of the target node.
toPinNamestringoptionalName of the target pin.
trackTypestringoptionalAnimation track type.
translationobjectoptionalRender translation.
userSpecifiedScalenumberoptionalUser specified scale value.
valuestringoptionalGeneric value (any type).
variableNamestringoptionalName of the variable.
variableTypestringoptionalVariable type (e.g., Boolean, Float, Integer, Vector, String, Object)
visibilitystringoptionalWidget visibility state.
widgetPathstringoptionalWidget blueprint path.
widthnumberoptional
widthOverridenumberoptionalWidth override for size box.
wrapWidthnumberoptionalWrap width for wrap box.
xnumberoptional
ynumberoptional
zOrdernumberoptionalZ-order for canvas slot.

Tool: manage_character

Create Character Blueprints with movement, locomotion, and animation state machines. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, parentClass, skeletalMeshPath, animBlueprintPath, capsuleRadius, capsuleHalfHeight, meshOffset, meshRotation, cameraUsePawnControlRotation, springArmLength, springArmLagEnabled, springArmLagSpeed, walkSpeed, runSpeed, sprintSpeed, crouchSpeed, swimSpeed, flySpeed, acceleration, deceleration, groundFriction, jumpHeight, airControl, maxJumpCount, jumpHoldTime, gravityScale, fallingLateralFriction, orientToMovement, useControllerRotationYaw, useControllerRotationPitch, useControllerRotationRoll, rotationRate, modeName, modeId, navAgentRadius, navAgentHeight, avoidanceEnabled, mantleHeight, mantleReachDistance, vaultHeight, vaultDepth, climbSpeed, climbableTag, slideSpeed, slideDuration, slideCooldown, wallRunSpeed, wallRunDuration, wallRunGravityScale, grappleRange, grappleSpeed, grappleTargetTag, footstepEnabled, footstepSocketLeft, footstepSocketRight, footstepTraceDistance, surfaceType, brakingDeceleration, canCrouch, crouchedHalfHeight, customSpeed, particleScale, volumeMultiplier, params.

ParametersTypeDescription
actionstringCharacter action to perform.
accelerationnumberoptional
airControlnumberoptional
animBlueprintPathstringoptionalPath to animation blueprint.
avoidanceEnabledbooleanoptionalEnable AI avoidance.
blueprintPathstringoptionalBlueprint asset path.
brakingDecelerationnumberoptional
cameraUsePawnControlRotationbooleanoptionalCamera follows controller rotation.
canCrouchbooleanoptional
capsuleHalfHeightnumberoptional
capsuleRadiusnumberoptional
climbSpeednumberoptional
climbableTagstringoptionalTag for climbable surfaces.
crouchSpeednumberoptional
crouchedHalfHeightnumberoptional
customSpeednumberoptional
decelerationnumberoptional
fallingLateralFrictionnumberoptionalAir friction.
flySpeednumberoptional
footstepEnabledbooleanoptionalEnable footstep system.
footstepSocketLeftstringoptionalLeft foot socket name.
footstepSocketRightstringoptionalRight foot socket name.
footstepTraceDistancenumberoptionalGround trace distance.
grappleRangenumberoptionalMaximum grapple distance.
grappleSpeednumberoptionalGrapple pull speed.
grappleTargetTagstringoptionalTag for grapple targets.
gravityScalenumberoptional
groundFrictionnumberoptional
jumpHeightnumberoptional
jumpHoldTimenumberoptionalMax hold time for variable jump.
mantleHeightnumberoptionalMaximum mantle height.
mantleReachDistancenumberoptionalForward reach for mantle check.
maxJumpCountnumberoptional
meshOffsetobjectoptionalMesh location offset.
meshRotationobjectoptionalMesh rotation offset.
modeIdnumberoptionalCustom movement mode ID.
modeNamestringoptionalName for custom movement mode.
namestringoptionalName of the asset to create.
navAgentHeightnumberoptional
navAgentRadiusnumberoptional
orientToMovementbooleanoptionalOrient rotation to movement direction.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstringoptionalParent class for character blueprint.
particleScalenumberoptional
pathstringoptionalDirectory path for asset creation.
rotationRatenumberoptional
runSpeednumberoptional
skeletalMeshPathstringoptionalSkeletal mesh path.
slideCooldownnumberoptional
slideDurationnumberoptional
slideSpeednumberoptional
springArmLagEnabledbooleanoptionalEnable camera lag.
springArmLagSpeednumberoptionalCamera lag speed.
springArmLengthnumberoptional
sprintSpeednumberoptional
surfaceTypestringoptionalPhysical surface type.
swimSpeednumberoptional
useControllerRotationPitchbooleanoptionalUse controller pitch rotation.
useControllerRotationRollbooleanoptionalUse controller roll rotation.
useControllerRotationYawbooleanoptionalUse controller yaw rotation.
vaultDepthnumberoptionalObstacle depth to check.
vaultHeightnumberoptionalMaximum vault obstacle height.
volumeMultipliernumberoptional
walkSpeednumberoptional
wallRunDurationnumberoptionalMaximum wall run duration.
wallRunGravityScalenumberoptionalGravity during wall run.
wallRunSpeednumberoptionalWall running speed.

Tool: manage_combat

Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, name, path, weaponMeshPath, muzzleSocketName, ejectionSocketName, baseDamage, fireRate, range, spread, hitscanEnabled, traceChannel, projectileClass, spreadPattern, spreadIncrease, spreadRecovery, recoilPitch, recoilYaw, recoilRecovery, adsEnabled, adsFov, adsSpeed, adsSpreadMultiplier, projectileSpeed, projectileGravityScale, projectileLifespan, projectileMeshPath, collisionRadius, bounceEnabled, bounceVelocityRatio, homingEnabled, homingAcceleration, damageImpulse, criticalMultiplier, headshotMultiplier, hitboxBoneName, hitboxType, hitboxSize, isDamageZoneHead, damageMultiplier, magazineSize, reloadTime, reloadAnimationPath, ammoType, maxAmmo, startingAmmo, attachmentSlots, switchInTime, switchOutTime, equipAnimationPath, unequipAnimationPath, muzzleFlashParticlePath, muzzleFlashScale, muzzleSoundPath, tracerParticlePath, tracerSpeed, impactParticlePath, impactSoundPath, impactDecalPath, shellMeshPath, shellEjectionForce, shellLifespan, meleeTraceStartSocket, meleeTraceEndSocket, meleeTraceRadius, comboWindowTime, maxComboCount, hitPauseDuration, hitPauseTimeDilation, hitReactionMontage, hitReactionStunTime, parryWindowStart, parryWindowEnd, parryAnimationPath, blockDamageReduction, blockStaminaCost, weaponTrailParticlePath, weaponTrailStartSocket, weaponTrailEndSocket, ammoPerShot, armorValue, damageAmount, damagePerSecond, damageReduction, damageType, duration, effectType, healAmount, infiniteAmmo, maxHealth, maxShield, shieldAmount, shieldRegenDelay, shieldRegenRate, params.

ParametersTypeDescription
actionstringCombat action to perform
adsEnabledbooleanoptionalEnable aim down sights.
adsFovnumberoptionalFOV when aiming.
adsSpeednumberoptionalTime to aim down sights.
adsSpreadMultipliernumberoptionalSpread multiplier when aiming.
ammoPerShotnumberoptional
ammoTypestringoptionalAmmo type identifier.
armorValuenumberoptional
attachmentSlotsarrayoptionalAttachment slot definitions.
baseDamagenumberoptional
blockDamageReductionnumberoptionalDamage reduction when blocking (0-1).
blockStaminaCostnumberoptionalStamina cost per blocked hit.
blueprintPathstringoptionalBlueprint asset path.
bounceEnabledbooleanoptionalEnable projectile bouncing.
bounceVelocityRationumberoptionalVelocity retained on bounce (0-1).
collisionRadiusnumberoptional
comboWindowTimenumberoptionalTime window for combo input.
criticalMultipliernumberoptionalCritical hit damage multiplier.
damageAmountnumberoptional
damageImpulsenumberoptionalImpulse applied on hit.
damageMultipliernumberoptionalDamage multiplier for this hitbox.
damagePerSecondnumberoptional
damageReductionnumberoptional
damageTypestringoptional
durationnumberoptional
effectTypestringoptional
ejectionSocketNamestringoptionalShell ejection socket name.
equipAnimationPathstringoptionalPath to equip animation montage.
fireRatenumberoptional
headshotMultipliernumberoptionalHeadshot damage multiplier.
healAmountnumberoptional
hitPauseDurationnumberoptionalHitstop duration in seconds.
hitPauseTimeDilationnumberoptionalTime dilation during hitstop.
hitReactionMontagestringoptionalPath to hit reaction montage.
hitReactionStunTimenumberoptionalStun duration on hit.
hitboxBoneNamestringoptionalBone name for hitbox.
hitboxSizeobjectoptionalHitbox dimensions.
hitboxTypestringoptionalHitbox collision shape.
hitscanEnabledbooleanoptionalEnable hitscan firing.
homingAccelerationnumberoptionalHoming turn rate.
homingEnabledbooleanoptionalEnable homing behavior.
impactDecalPathstringoptionalPath to impact decal.
impactParticlePathstringoptionalPath to impact particle.
impactSoundPathstringoptionalPath to impact sound.
infiniteAmmobooleanoptional
isDamageZoneHeadbooleanoptionalMark as headshot zone.
magazineSizenumberoptional
maxAmmonumberoptional
maxComboCountnumberoptionalMaximum combo length.
maxHealthnumberoptional
maxShieldnumberoptional
meleeTraceEndSocketstringoptionalSocket for trace end.
meleeTraceRadiusnumberoptionalSphere trace radius.
meleeTraceStartSocketstringoptionalSocket for trace start.
muzzleFlashParticlePathstringoptionalPath to muzzle flash particle.
muzzleFlashScalenumberoptionalMuzzle flash scale.
muzzleSocketNamestringoptionalMuzzle socket name.
muzzleSoundPathstringoptionalPath to firing sound.
namestringoptionalName identifier.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parryAnimationPathstringoptionalPath to parry animation.
parryWindowEndnumberoptionalParry window end time (normalized).
parryWindowStartnumberoptionalParry window start time (normalized).
pathstringoptionalDirectory path for asset creation.
projectileClassstringoptionalProjectile class path.
projectileGravityScalenumberoptional
projectileLifespannumberoptional
projectileMeshPathstringoptionalPath to projectile mesh.
projectileSpeednumberoptional
rangenumberoptional
recoilPitchnumberoptionalVertical recoil (degrees).
recoilRecoverynumberoptionalRecoil recovery speed.
recoilYawnumberoptionalHorizontal recoil (degrees).
reloadAnimationPathstringoptionalPath to reload animation.
reloadTimenumberoptional
shellEjectionForcenumberoptionalShell ejection impulse.
shellLifespannumberoptionalShell casing lifetime.
shellMeshPathstringoptionalPath to shell casing mesh.
shieldAmountnumberoptional
shieldRegenDelaynumberoptional
shieldRegenRatenumberoptional
spreadnumberoptional
spreadIncreasenumberoptionalSpread increase per shot.
spreadPatternstringoptionalSpread pattern type.
spreadRecoverynumberoptionalSpread recovery rate.
startingAmmonumberoptional
switchInTimenumberoptionalTime to equip weapon.
switchOutTimenumberoptionalTime to unequip weapon.
traceChannelstringoptionalTrace channel for hitscan.
tracerParticlePathstringoptionalPath to tracer particle.
tracerSpeednumberoptionalTracer travel speed.
unequipAnimationPathstringoptionalPath to unequip animation montage.
weaponMeshPathstringoptionalPath to weapon static/skeletal mesh.
weaponTrailEndSocketstringoptionalTrail end socket.
weaponTrailParticlePathstringoptionalPath to weapon trail particle.
weaponTrailStartSocketstringoptionalTrail start socket.

Tool: manage_effect

Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, savePath, assetPath, timeoutMs, save, system, systemPath, systemName, emitter, emitterName, emitterPath, emitterProperties, location, actorName, attachToActor, reset, filter, deltaTime, steps, preset, shape, shapeType, radius, color, duration, lightType, intensity, density, scattering, extinction, modulePath, scriptType, autoConnect, nodeId, parameterName, parameterType, parameterValue, value, sourceBinding, spawnRate, burstCount, burstTime, spawnPerUnit, lifetime, mass, forceType, forceStrength, forceVector, velocity, velocityMode, acceleration, sizeMode, uniformSize, colorMode, materialPath, alignment, facingMode, meshPath, lightRadius, collisionMode, restitution, friction, dieOnCollision, killCondition, cameraOffset, eventName, eventType, spawnOnEvent, eventSpawnCount, eventPayload, fixedBoundsEnabled, deterministicEnabled, stageName, stageIterationSource, params.

ParametersTypeDescription
actionstringEffect/Niagara action to perform.
accelerationobjectoptional3D location (x, y, z).
actorNamestringoptionalName of the actor.
alignmentstringoptional
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
attachToActorstringoptionalName of the actor.
autoConnectbooleanoptional
burstCountnumberoptional
burstTimenumberoptional
cameraOffsetnumberoptional
collisionModestringoptional
colorstringoptionalRGBA color as an array [r,g,b,a] or object {r,g,b,a} depending on action.
colorModestringoptional
deltaTimenumberoptional
densitynumberoptional
deterministicEnabledbooleanoptional
dieOnCollisionbooleanoptional
durationnumberoptional
emitterstringoptional
emitterNamestringoptional
emitterPathstringoptionalAsset path (e.g., /Game/Path/Asset).
emitterPropertiesobjectoptional
eventNamestringoptionalName of the event.
eventPayloadarrayoptionalNiagara event payload attributes to expose.
eventSpawnCountnumberoptional
eventTypestringoptional
extinctionnumberoptional
facingModestringoptional
filterstringoptional
fixedBoundsEnabledbooleanoptional
forceStrengthnumberoptional
forceTypestringoptional
forceVectorobjectoptional3D location (x, y, z).
frictionnumberoptional
intensitynumberoptional
killConditionstringoptional
lifetimenumberoptional
lightRadiusnumberoptional
lightTypestringoptional
locationobjectoptional3D location (x, y, z).
massnumberoptional
materialPathstringoptionalMaterial asset path.
meshPathstringoptionalMesh asset path.
modulePathstringoptionalAsset path (e.g., /Game/Path/Asset).
namestringoptionalName identifier.
nodeIdstringoptionalID of the node.
parameterNamestringoptionalName of the parameter.
parameterTypestringoptional
parameterValuestringoptionalGeneric value (any type).
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstringoptionalDirectory path for asset creation.
presetstringoptional
radiusnumberoptional
resetbooleanoptional
restitutionnumberoptional
savebooleanoptional
savePathstringoptionalPath to save the asset.
scatteringnumberoptional
scriptTypestringoptional
shapestringoptional
shapeTypestringoptional
sizeModestringoptional
sourceBindingstringoptional
spawnOnEventbooleanoptional
spawnPerUnitnumberoptional
spawnRatenumberoptional
stageIterationSourcestringoptional
stageNamestringoptional
stepsintegeroptional
systemstringoptionalAsset path (e.g., /Game/Path/Asset).
systemNamestringoptional
systemPathstringoptionalAsset path (e.g., /Game/Path/Asset).
timeoutMsnumberoptional
uniformSizenumberoptional
valuestringoptionalGeneric value (any type).
velocityobjectoptional3D location (x, y, z).
velocityModestringoptional

Tool: manage_gas

Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, blueprintPath, replicationMode, attributeSetPath, attributeName, attributeType, baseValue, minValue, maxValue, clampMode, abilityPath, abilityTags, cancelAbilitiesWithTag, blockAbilitiesWithTag, activationRequiredTags, activationBlockedTags, costEffectPath, cooldownEffectPath, targetingMode, targetRange, aoeRadius, taskType, activationPolicy, instancingPolicy, effectPath, durationType, duration, period, modifierOperation, modifierMagnitude, magnitudeCalculationType, setByCallerTag, targetAttribute, calculationClass, cueTag, cuePath, stackingType, stackLimitCount, stackDurationRefreshPolicy, stackPeriodResetPolicy, stackExpirationPolicy, grantedTags, applicationRequiredTags, removalTags, immunityTags, cueType, triggerType, particleSystemPath, soundPath, cameraShakePath, decalPath, tagName, componentName, defaultValue, modifierIndex, params.

ParametersTypeDescription
actionstringGAS action to perform.
abilityPathstringoptionalPath to ability asset.
abilityTagsarrayoptionalGameplay tags for this ability.
activationBlockedTagsarrayoptionalTags that block activation of this ability.
activationPolicystringoptionalWhen the ability activates.
activationRequiredTagsarrayoptionalTags required to activate this ability.
aoeRadiusnumberoptionalArea of effect radius.
applicationRequiredTagsarrayoptionalTags required to apply this effect.
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
attributeNamestringoptionalName of the attribute.
attributeSetPathstringoptionalPath to Attribute Set asset.
attributeTypestringoptionalPredefined attribute type or Custom.
baseValuenumberoptionalBase value for attribute.
blockAbilitiesWithTagarrayoptionalTags of abilities blocked while this is active.
blueprintPathstringoptionalBlueprint asset path.
calculationClassstringoptionalUGameplayEffectExecutionCalculation class path.
cameraShakePathstringoptionalPath to camera shake asset.
cancelAbilitiesWithTagarrayoptionalTags of abilities to cancel when this activates.
clampModestringoptionalAttribute clamping mode.
componentNamestringoptionalName of the component.
cooldownEffectPathstringoptionalPath to cooldown Gameplay Effect.
costEffectPathstringoptionalPath to cost Gameplay Effect.
cuePathstringoptionalPath to Gameplay Cue asset.
cueTagstringoptionalGameplay Cue tag (e.g., GameplayCue.Damage.Fire).
cueTypestringoptionalType of gameplay cue notify.
decalPathstringoptionalPath to decal material.
defaultValuestringoptionalGeneric value (any type).
durationnumberoptionalDuration in seconds.
durationTypestringoptionalEffect duration type.
effectPathstringoptionalPath to effect asset.
grantedTagsarrayoptionalTags granted while effect is active.
immunityTagsarrayoptionalTags that block this effect.
instancingPolicystringoptionalHow the ability is instanced.
magnitudeCalculationTypestringoptionalHow magnitude is calculated.
maxValuenumberoptionalMaximum value for clamping.
minValuenumberoptionalMinimum value for clamping.
modifierIndexnumberoptional
modifierMagnitudenumberoptionalMagnitude of the modifier.
modifierOperationstringoptionalModifier operation on attribute.
namestringoptionalName of the asset to create.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
particleSystemPathstringoptionalPath to particle system.
pathstringoptionalDirectory path for asset creation.
periodnumberoptionalPeriod for periodic effects.
removalTagsarrayoptionalTags that cause effect removal.
replicationModestringoptionalASC replication mode.
setByCallerTagstringoptionalTag for SetByCaller magnitude.
soundPathstringoptionalSound asset path.
stackDurationRefreshPolicystringoptionalWhen to refresh stack duration.
stackExpirationPolicystringoptionalWhat happens when stack expires.
stackLimitCountnumberoptionalMaximum stack count.
stackPeriodResetPolicystringoptionalWhen to reset stack period.
stackingTypestringoptionalStacking type for effect.
tagNamestringoptionalName of the tag.
targetAttributestringoptionalTarget attribute for modifier.
targetRangenumberoptionalMaximum targeting range.
targetingModestringoptionalTargeting mode for ability.
taskTypestringoptionalType of ability task to add.
triggerTypestringoptionalWhen the cue triggers.

Tool: manage_geometry

Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: outputPath, assetPath, name, path, actorName, width, height, depth, radius, innerRadius, numSides, numRings, numSteps, stepWidth, stepHeight, stepDepth, numTurns, widthSegments, heightSegments, depthSegments, radialSegments, location, rotation, scale, distance, amount, segments, angle, axis, strength, weight, latticeResolution, heightScale, midpoint, texturePath, position, center, offset, dimensions, targetActor, toolActor, trimActorName, splineActorName, keepTool, keepInside, cap, count, steps, iterations, targetTriangleCount, targetEdgeLength, weldDistance, uvChannel, uvScale, uvOffset, hardEdgeAngle, computeWeightedNormals, collisionType, hullCount, maxHullCount, maxHullVerts, targetHullCount, simplificationFactor, hullPrecision, maxVerticesPerHull, lodCount, lodIndex, reductionPercent, trianglePercent, recomputeNormals, recomputeTangents, screenSizes, params.

ParametersTypeDescription
actionstringGeometry action to perform
actorNamestringoptionalName of the actor.
amountnumberoptionalGeneric amount for operations (bevel size, inset distance, etc.).
anglenumberoptionalAngle in degrees.
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
axisstringoptionalAxis for deformation operations.
capbooleanoptional
centerobjectoptional3D location (x, y, z).
collisionTypestringoptionalCollision complexity type.
computeWeightedNormalsbooleanoptionalUse area-weighted normals.
countnumberoptional
depthnumberoptionalDepth value.
depthSegmentsnumberoptionalSegments along depth.
dimensionsobjectoptional3D dimensions (width, height, depth).
distancenumberoptionalDistance value.
hardEdgeAnglenumberoptionalAngle threshold for hard edges (degrees).
heightnumberoptionalHeight value.
heightScalenumberoptionalTexture displacement height scale.
heightSegmentsnumberoptionalSegments along height.
hullCountnumberoptionalNumber of convex hulls for decomposition.
hullPrecisionnumberoptionalPrecision for convex hull generation (0-1).
innerRadiusnumberoptionalInner radius for torus.
iterationsnumberoptionalNumber of iterations for smooth, remesh.
keepInsidebooleanoptional
keepToolbooleanoptional
latticeResolutionnumberoptionalControl lattice resolution for lattice deformation.
locationobjectoptional3D location (x, y, z).
lodCountnumberoptionalNumber of LOD levels to generate.
lodIndexnumberoptionalSpecific LOD index to configure.
maxHullCountnumberoptionalMaximum hull count for complex collision generation.
maxHullVertsnumberoptionalMaximum vertices per hull for complex collision generation.
maxVerticesPerHullnumberoptionalMaximum vertices per convex hull.
midpointnumberoptionalTexture luminance midpoint for displacement.
namestringoptionalName identifier.
numRingsnumberoptionalNumber of rings for sphere, torus.
numSidesnumberoptionalNumber of sides for cylinder, cone, etc.
numStepsnumberoptionalNumber of steps for stairs.
numTurnsnumberoptionalNumber of turns for spiral.
offsetobjectoptional3D location (x, y, z).
outputPathstringoptionalOutput file or directory path.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstringoptionalPath to a directory.
positionobjectoptional3D location (x, y, z).
radialSegmentsnumberoptionalRadial segments for circular shapes.
radiusnumberoptionalRadius value.
recomputeNormalsbooleanoptional
recomputeTangentsbooleanoptional
reductionPercentnumberoptionalPercent of triangles to reduce per LOD.
rotationobjectoptional3D rotation (pitch, yaw, roll).
scaleobjectoptional3D scale (x, y, z).
screenSizesarrayoptionalArray of screen sizes for each LOD.
segmentsnumberoptionalNumber of segments for bevel, subdivide.
simplificationFactornumberoptionalCollision simplification factor.
splineActorNamestringoptionalName of the actor.
stepDepthnumberoptionalDepth of each stair step.
stepHeightnumberoptionalHeight of each stair step.
stepWidthnumberoptionalWidth of each stair step.
stepsnumberoptional
strengthnumberoptionalStrength or weight.
targetActorstringoptionalName of the actor.
targetEdgeLengthnumberoptionalTarget edge length for remeshing.
targetHullCountnumberoptionalTarget hull count for collision simplification.
targetTriangleCountnumberoptionalTarget triangle count for simplification.
texturePathstringoptionalTexture asset path.
toolActorstringoptionalName of the actor.
trianglePercentnumberoptionalPercent of triangles to keep for LOD reduction.
trimActorNamestringoptionalName of the actor.
uvChannelnumberoptionalUV channel index (0-7).
uvOffsetobjectoptionalUV offset.
uvScaleobjectoptionalUV scale.
weightnumberoptionalWeight for lattice deformation.
weldDistancenumberoptionalDistance threshold for vertex welding.
widthnumberoptionalWidth value.
widthSegmentsnumberoptionalSegments along width.

Tool: manage_interaction

Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, folder, blueprintPath, actorName, componentName, traceType, traceDistance, traceRadius, widgetClass, showOnHover, showPromptText, promptTextFormat, doorPath, openAngle, openTime, locked, autoClose, autoCloseDelay, requiresKey, switchPath, switchType, resetTime, chestPath, lootTablePath, triggerPath, triggerShape, canToggle, params.

ParametersTypeDescription
actionstringThe interaction action to perform.
actorNamestringoptionalName of the actor.
autoClosebooleanoptionalAutomatically close after opening.
autoCloseDelaynumberoptionalDelay before auto-close in seconds.
blueprintPathstringoptionalBlueprint asset path.
canTogglebooleanoptional
chestPathstringoptionalPath to chest actor blueprint.
componentNamestringoptionalName of the component.
doorPathstringoptionalPath to door actor blueprint.
folderstringoptionalPath to a directory.
lockedbooleanoptionalWhether the item is locked.
lootTablePathstringoptionalPath to loot table asset.
namestringoptionalName identifier.
openAnglenumberoptionalDoor open rotation angle in degrees.
openTimenumberoptionalTime to open/close door in seconds.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
promptTextFormatstringoptionalFormat string for prompt (e.g., "Press {Key} to {Action}").
requiresKeybooleanoptionalWhether interaction requires a key item.
resetTimenumberoptionalTime to reset switch in seconds.
showOnHoverbooleanoptionalShow widget when hovering.
showPromptTextbooleanoptionalShow interaction prompt text.
switchPathstringoptionalPath to switch actor blueprint.
switchTypestringoptionalType of switch.
traceDistancenumberoptionalTrace distance.
traceRadiusnumberoptionalTrace radius.
traceTypestringoptionalType of interaction trace.
triggerPathstringoptionalPath to trigger actor blueprint.
triggerShapestringoptionalShape of trigger volume.
widgetClassstringoptionalWidget class path.

Tool: manage_inventory

Create item data assets, inventory components, world pickups, loot tables, and crafting recipes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, save, blueprintPath, itemPath, iconPath, maxStackSize, stackable, uniqueItems, enableWeight, encumberanceSystem, encumberanceThreshold, categoryPath, componentName, slotCount, maxWeight, replicated, replicationCondition, pickupPath, interactionType, prompt, respawnable, respawnTime, bobbing, rotation, glowEffect, slots, statModifiers, abilityGrants, passiveEffects, attachToSocket, lootTablePath, lootWeight, minQuantity, maxQuantity, actorPath, dropCount, dropRadius, tiers, recipePath, outputItemPath, outputQuantity, craftTime, ingredientItemPath, quantity, requiredLevel, requiredStation, stationPath, recipePaths, craftingSpeedMultiplier, stationType, defaultSocket, dropOnDeath, entryIndex, properties, params.

ParametersTypeDescription
actionstringInventory action to perform.
abilityGrantsbooleanoptionalEnable ability grant support when equipped.
actorPathstringoptionalPath to actor Blueprint for loot drop.
attachToSocketbooleanoptionalAttach mesh to socket when equipped.
blueprintPathstringoptionalBlueprint asset path.
bobbingbooleanoptionalEnable bobbing animation.
categoryPathstringoptionalPath to item category asset.
componentNamestringoptionalName of the component.
craftTimenumberoptionalTime in seconds to craft.
craftingSpeedMultipliernumberoptional
defaultSocketstringoptionalName of the socket.
dropCountnumberoptionalNumber of drops to roll.
dropOnDeathbooleanoptional
dropRadiusnumberoptionalRadius for scattered drops.
enableWeightbooleanoptional
encumberanceSystembooleanoptional
encumberanceThresholdnumberoptional
entryIndexnumberoptional
glowEffectbooleanoptionalEnable glow effect.
iconPathstringoptionalPath to icon texture.
ingredientItemPathstringoptionalPath to item data asset.
interactionTypestringoptionalHow player picks up item.
itemPathstringoptionalPath to item data asset.
lootTablePathstringoptionalPath to loot table asset.
lootWeightnumberoptionalWeight for drop chance calculation.
maxQuantitynumberoptionalMaximum drop quantity.
maxStackSizenumberoptional
maxWeightnumberoptional
minQuantitynumberoptionalMinimum drop quantity.
namestringoptionalName of the asset to create.
outputItemPathstringoptionalPath to item produced by recipe.
outputQuantitynumberoptionalQuantity produced.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
passiveEffectsbooleanoptionalEnable passive effect support when equipped.
pathstringoptionalDirectory path for asset creation.
pickupPathstringoptionalPath to pickup actor Blueprint.
promptstringoptionalPrompt text.
propertiesobjectoptional
quantitynumberoptional
recipePathstringoptionalPath to crafting recipe asset.
recipePathsarrayoptional
replicatedbooleanoptionalWhether to replicate.
replicationConditionstringoptionalReplication condition for inventory.
requiredLevelnumberoptionalRequired player level.
requiredStationstringoptionalRequired crafting station type.
respawnTimenumberoptionalRespawn time in seconds.
respawnablebooleanoptional
rotationbooleanoptionalEnable rotation animation.
savebooleanoptionalSave the asset(s) after the operation.
slotCountnumberoptional
slotsarrayoptionalEquipment slot names to configure.
stackablebooleanoptional
statModifiersbooleanoptionalEnable stat modifier support when equipped.
stationPathstringoptional
stationTypestringoptionalType of crafting station.
tiersarrayoptionalQuality tier definitions.
uniqueItemsbooleanoptional

Tool: manage_level

Load/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelPaths, levelName, path, savePath, destinationPath, overwrite, targetPath, exportPath, packagePath, sourcePath, sublevelPath, parentLevel, parentPath, streamingMethod, streaming, shouldBeLoaded, shouldBeVisible, saveDirtyPackages, lightType, intensity, color, location, rotation, template, useWorldPartition, metadata, newName, timeoutMs, name, quality, subLevelPath, params.

ParametersTypeDescription
actionstringAction
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
colorarrayoptionalRGBA color as an array [r, g, b, a].
destinationPathstringoptionalDestination path for move/copy.
exportPathstringoptionalExport file path.
intensitynumberoptional
levelNamestringoptional
levelPathstringoptionalLevel asset path.
levelPathsarrayoptional
lightTypestringoptionalLight type. Accepts short names (Point), class names (PointLight), or lowercase (point).
locationobjectoptional3D location (x, y, z).
metadataobjectoptional
namestringoptionalName identifier.
newNamestringoptional
overwritebooleanoptionalOverwrite if the asset/file already exists.
packagePathstringoptionalPath to a directory.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentLevelstringoptionalParent level path.
parentPathstringoptionalPath to a directory.
pathstringoptionalDirectory path for asset creation.
qualitystringoptional
rotationobjectoptional3D rotation (pitch, yaw, roll).
saveDirtyPackagesbooleanoptional
savePathstringoptionalPath to save the asset.
shouldBeLoadedbooleanoptional
shouldBeVisiblebooleanoptional
sourcePathstringoptionalSource path for import/move/copy.
streamingbooleanoptional
streamingMethodstringoptional
subLevelPathstringoptionalLevel asset path.
sublevelPathstringoptionalLevel asset path.
targetPathstringoptionalPath to a directory.
templatestringoptional
timeoutMsnumberoptional
useWorldPartitionbooleanoptional

Tool: manage_level_structure

Structure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelName, levelPath, parentLevel, bCreateWorldPartition, bUseExternalActors, sublevelName, sublevelPath, streamingMethod, bShouldBeVisible, bShouldBlockOnLoad, bDisableDistanceStreaming, streamingDistance, streamingUsage, createVolume, boundsOrigin, boundsExtent, bAutoCalculateBounds, bEnableWorldPartition, gridCellSize, loadingRange, dataLayerName, bIsInitiallyVisible, bIsInitiallyLoaded, dataLayerType, actorName, actorPath, hlodLayerName, hlodLayerPath, bIsSpatiallyLoaded, cellSize, loadingDistance, volumeName, volumeLocation, volumeExtent, nodeClass, nodePosition, nodeName, sourceNodeName, sourcePinName, targetNodeName, targetPinName, levelInstanceName, levelAssetPath, instanceLocation, instanceRotation, instanceScale, packedLevelName, bPackBlueprints, bPackStaticMeshes, save, location, rotation, extent, sphereRadius, capsuleRadius, capsuleHalfHeight, boxExtent, bPainCausing, damagePerSec, bWaterVolume, fluidFriction, terminalVelocity, priority, bEnabled, reverbVolume, fadeTime, cullDistances, bUnbound, blendRadius, blendWeight, filter, volumeType, bBlockOnSlowStreaming, bounds, createIfMissing, gridName, layerType, params.

ParametersTypeDescription
actionstringLevel structure action to perform.
actorNamestringoptionalName of the actor.
actorPathstringoptionalPath to actor.
bAutoCalculateBoundsbooleanoptionalAuto-calculate bounds from content.
bBlockOnSlowStreamingbooleanoptional
bCreateWorldPartitionbooleanoptionalCreate with World Partition enabled.
bDisableDistanceStreamingbooleanoptionalDisable distance-based streaming.
bEnableWorldPartitionbooleanoptionalEnable World Partition for level.
bEnabledbooleanoptionalWhether the audio volume is enabled.
bIsInitiallyLoadedbooleanoptionalData layer initially loaded.
bIsInitiallyVisiblebooleanoptionalData layer initially visible.
bIsSpatiallyLoadedbooleanoptionalHLOD is spatially loaded.
bPackBlueprintsbooleanoptionalInclude blueprints in packed level.
bPackStaticMeshesbooleanoptionalInclude static meshes in packed level.
bPainCausingbooleanoptionalWhether the volume causes pain/damage.
bShouldBeVisiblebooleanoptionalLevel should be visible when loaded.
bShouldBlockOnLoadbooleanoptionalBlock game until level is loaded.
bUnboundbooleanoptionalWhether post process volume affects entire world.
bUseExternalActorsbooleanoptionalEnable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true.
bWaterVolumebooleanoptionalWhether this is a water volume.
blendRadiusnumberoptionalBlend radius for post process volume.
blendWeightnumberoptionalBlend weight (0.0-1.0) for post process.
boundsobjectoptional
boundsExtentobjectoptionalExtent of level bounds.
boundsOriginobjectoptionalOrigin of level bounds.
boxExtentobjectoptionalExtent for box trigger volumes.
capsuleHalfHeightnumberoptionalHalf-height for capsule trigger volumes.
capsuleRadiusnumberoptionalRadius for capsule trigger volumes.
cellSizenumberoptionalHLOD cell size.
createIfMissingbooleanoptional
createVolumebooleanoptionalCreate a streaming volume (true) or just report existing volumes (false). Default: true.
cullDistancesarrayoptionalArray of size/distance pairs for cull distance volumes.
damagePerSecnumberoptionalDamage per second for pain volumes.
dataLayerNamestringoptionalName of the data layer.
dataLayerTypestringoptionalType of data layer.
extentobjectoptionalExtent (half-size) of the volume in each axis.
fadeTimenumberoptionalFade time in seconds.
filterstringoptionalGeneral search filter.
fluidFrictionnumberoptionalFluid friction for physics volumes.
gridCellSizenumberoptionalWorld Partition grid cell size.
gridNamestringoptional
hlodLayerNamestringoptionalName of the HLOD layer.
hlodLayerPathstringoptionalPath to HLOD layer.
instanceLocationobjectoptionalLocation of the level instance.
instanceRotationobjectoptionalRotation of the level instance.
instanceScaleobjectoptionalScale of the level instance.
layerTypestringoptional
levelAssetPathstringoptionalPath to the level asset for instancing.
levelInstanceNamestringoptionalLevel instance name.
levelNamestringoptional
levelPathstringoptionalLevel asset path.
loadingDistancenumberoptionalHLOD loading distance.
loadingRangenumberoptionalLoading range for grid cells.
locationobjectoptionalWorld location for the volume.
nodeClassstringoptionalNode class path.
nodeNamestringoptionalName of the node.
nodePositionobjectoptionalPosition of node in graph.
packedLevelNamestringoptionalName for the packed level actor.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentLevelstringoptionalParent level path.
prioritynumberoptionalPriority value.
reverbVolumenumberoptionalVolume level for reverb (0.0-1.0).
rotationobjectoptionalRotation of the volume.
savebooleanoptionalSave the asset(s) after the operation.
sourceNodeNamestringoptionalSource node name.
sourcePinNamestringoptionalName of the source pin.
sphereRadiusnumberoptionalRadius for sphere trigger volumes.
streamingDistancenumberoptionalDistance/radius for streaming volume (creates ALevelStreamingVolume).
streamingMethodstringoptionalLevel streaming method.
streamingUsagestringoptionalStreaming volume usage mode (default: LoadingAndVisibility).
sublevelNamestringoptionalName of the sublevel.
sublevelPathstringoptionalLevel asset path.
targetNodeNamestringoptionalTarget node name.
targetPinNamestringoptionalName of the target pin.
terminalVelocitynumberoptionalTerminal velocity in the volume.
volumeExtentobjectoptionalExtent of the volume.
volumeLocationobjectoptionalLocation of the volume.
volumeNamestringoptionalName of the volume.
volumeTypestringoptionalType filter for get_volumes_info (e.g., "Trigger", "Physics").

Tool: manage_networking

Configure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, actorName, propertyName, replicated, condition, repNotifyFunc, netUpdateFrequency, minNetUpdateFrequency, netPriority, dormancy, functionName, rpcType, reliable, withValidation, ownerActorName, isAutonomousProxy, netCullDistanceSquared, useOwnerNetRelevancy, alwaysRelevant, onlyRelevantToOwner, structName, usePushModel, enablePrediction, correctionThreshold, smoothingRate, dataType, networkSmoothingMode, networkMaxSmoothUpdateDistance, networkNoSmoothUpdateDistance, maxClientRate, maxInternetClientRate, netServerMaxTickRate, role, replicateMovement, spatiallyLoaded, netLoadOnClient, replicationPolicy, customSerialization, predictionThreshold, sessionName, maxPlayers, bIsLANMatch, bAllowJoinInProgress, bAllowInvites, bUsesPresence, bUseLobbiesIfAvailable, bShouldAdvertise, interfaceType, enabled, splitScreenType, playerIndex, controllerId, serverAddress, serverPort, serverPassword, serverName, mapName, travelOptions, voiceEnabled, voiceSettings, channelName, channelType, playerName, targetPlayerId, muted, attenuationRadius, attenuationFalloff, pushToTalkEnabled, pushToTalkKey, name, path, gameModeBlueprint, parentClass, pawnClass, defaultPawnClass, playerControllerClass, gameStateClass, playerStateClass, spectatorClass, hudClass, bDelayedStart, states, numRounds, roundTime, intermissionTime, numTeams, teamSize, autoBalance, friendlyFire, teamIndex, scorePerKill, scorePerObjective, scorePerAssist, spawnSelectionMethod, respawnDelay, respawnLocation, usePlayerStarts, allowSpectating, spectatorViewMode, save, contextPath, actionPath, actionName, axisName, key, scale, shift, ctrl, alt, cmd, triggerType, modifierType, assetPath, priority, timeoutMs, canRespawn, executeTravel, forceRespawn, localPlayerNum, maxRespawns, respawnLives, scorePerDeath, systemWide, variableName, winScore, params.

ParametersTypeDescription
actionstringNetworking action to perform
actionNamestringoptionalLegacy input action mapping name.
actionPathstringoptionalAsset path (e.g., /Game/Path/Asset).
actorNamestringoptionalName of the actor.
allowSpectatingbooleanoptionalAllow spectator mode.
altbooleanoptionalRequire Alt for a legacy action mapping.
alwaysRelevantbooleanoptionalAlways relevant to all clients.
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
attenuationFalloffnumberoptionalFalloff rate for voice attenuation.
attenuationRadiusnumberoptionalRadius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation.
autoBalancebooleanoptionalEnable automatic team balancing.
axisNamestringoptionalLegacy input axis mapping name.
bAllowInvitesbooleanoptionalAllow player invites.
bAllowJoinInProgressbooleanoptionalAllow joining games in progress.
bDelayedStartbooleanoptionalWhether to delay match start.
bIsLANMatchbooleanoptionalWhether this is a LAN match.
bShouldAdvertisebooleanoptionalAdvertise session publicly.
bUseLobbiesIfAvailablebooleanoptionalUse lobby system if available.
bUsesPresencebooleanoptionalUse presence for session discovery.
blueprintPathstringoptionalBlueprint asset path.
canRespawnbooleanoptional
channelNamestringoptionalVoice channel name. REQUIRED for set_voice_channel.
channelTypestringoptionalVoice channel type.
cmdbooleanoptionalRequire Cmd for a legacy action mapping.
conditionstringoptionalReplication condition.
contextPathstringoptionalAsset path (e.g., /Game/Path/Asset).
controllerIdnumberoptionalController ID for player input. REQUIRED for add_local_player.
correctionThresholdnumberoptionalServer correction threshold.
ctrlbooleanoptionalRequire Ctrl for a legacy action mapping.
customSerializationbooleanoptionalUse custom serialization.
dataTypestringoptionalNetwork prediction data type.
defaultPawnClassstringoptionalDefault pawn class for GameMode.
dormancystringoptionalNet dormancy mode.
enablePredictionbooleanoptionalEnable client-side prediction.
enabledbooleanoptionalWhether the item/feature is enabled.
executeTravelbooleanoptional
forceRespawnbooleanoptional
friendlyFirebooleanoptionalEnable friendly fire damage.
functionNamestringoptionalName of the function.
gameModeBlueprintstringoptionalPath to GameMode blueprint to configure.
gameStateClassstringoptionalGameState class path.
hudClassstringoptionalHUD class path.
interfaceTypestringoptionalType of session interface to use. REQUIRED for configure_session_interface.
intermissionTimenumberoptional
isAutonomousProxybooleanoptionalConfigure as autonomous proxy.
keystringoptional
localPlayerNumnumberoptional
mapNamestringoptionalMap to load for hosting. REQUIRED for host_lan_server.
maxClientRatenumberoptionalMax client rate.
maxInternetClientRatenumberoptionalMax internet client rate.
maxPlayersnumberoptional
maxRespawnsnumberoptional
minNetUpdateFrequencynumberoptionalMinimum update frequency when idle (Hz, default 2).
modifierTypestringoptional
mutedbooleanoptionalWhether the item is muted.
namestringoptionalName identifier.
netCullDistanceSquarednumberoptionalNetwork cull distance squared.
netLoadOnClientbooleanoptionalNet load on client for replication graph.
netPrioritynumberoptionalNetwork priority for bandwidth (default 1.0).
netServerMaxTickRatenumberoptionalServer max tick rate.
netUpdateFrequencynumberoptionalHow often actor replicates (Hz, default 100).
networkMaxSmoothUpdateDistancenumberoptionalMax smooth update distance.
networkNoSmoothUpdateDistancenumberoptionalNo smooth update distance.
networkSmoothingModestringoptionalMovement smoothing mode.
numRoundsnumberoptional
numTeamsnumberoptional
onlyRelevantToOwnerbooleanoptionalOnly relevant to owner.
ownerActorNamestringoptionalName of owner actor (null to clear).
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstringoptionalPath or name of the parent class.
pathstringoptionalDirectory path for asset creation.
pawnClassstringoptionalPawn class to use.
playerControllerClassstringoptionalPlayerController class path.
playerIndexnumberoptionalLocal player index. REQUIRED for remove_local_player.
playerNamestringoptionalPlayer name for voice operations. REQUIRED for mute_player (or targetPlayerId).
playerStateClassstringoptionalPlayerState class path.
predictionThresholdnumberoptionalPrediction threshold for client prediction.
prioritynumberoptionalPriority for input mapping context (default: 0).
propertyNamestringoptionalName of the property.
pushToTalkEnabledbooleanoptionalEnable push-to-talk mode. REQUIRED for configure_push_to_talk.
pushToTalkKeystringoptionalKey binding for push-to-talk.
reliablebooleanoptionalWhether the operation is reliable.
repNotifyFuncstringoptionalRepNotify function name.
replicateMovementbooleanoptionalReplicate movement.
replicatedbooleanoptionalWhether property should be replicated.
replicationPolicystringoptionalReplication policy for replication graph.
respawnDelaynumberoptional
respawnLivesnumberoptional
respawnLocationstringoptionalWhere players respawn.
rolestringoptionalNet role.
roundTimenumberoptional
rpcTypestringoptionalType of RPC.
savebooleanoptionalSave the asset(s) after the operation.
scalenumberoptionalLegacy input axis scale.
scorePerAssistnumberoptionalPoints awarded per assist.
scorePerDeathnumberoptional
scorePerKillnumberoptionalPoints awarded per kill.
scorePerObjectivenumberoptionalPoints awarded per objective.
serverAddressstringoptionalServer IP address. REQUIRED for join_lan_server.
serverNamestringoptionalDisplay name for the server.
serverPasswordstringoptionalServer password for protected games.
serverPortnumberoptional
sessionNamestringoptionalName of the session.
shiftbooleanoptionalRequire Shift for a legacy action mapping.
smoothingRatenumberoptionalSmoothing rate for corrections.
spatiallyLoadedbooleanoptionalSpatially loaded for replication graph.
spawnSelectionMethodstringoptionalHow to select spawn points.
spectatorClassstringoptionalSpectator pawn class.
spectatorViewModestringoptionalSpectator view mode.
splitScreenTypestringoptionalSplit-screen layout type. REQUIRED for set_split_screen_type.
statesarrayoptionalMatch state definitions.
structNamestringoptionalName of struct for custom serialization.
systemWidebooleanoptional
targetPlayerIdstringoptionalTarget player ID. REQUIRED for mute_player (or playerName).
teamIndexnumberoptionalTeam index for PlayerStart.
teamSizenumberoptional
timeoutMsnumberoptional
travelOptionsstringoptionalTravel URL options string.
triggerTypestringoptional
useOwnerNetRelevancybooleanoptionalUse owner relevancy.
usePlayerStartsbooleanoptionalUse PlayerStart actors.
usePushModelbooleanoptionalUse push-model replication.
variableNamestringoptionalName of the variable.
voiceEnabledbooleanoptionalEnable/disable voice chat. REQUIRED for enable_voice_chat.
voiceSettingsobjectoptionalVoice processing settings. REQUIRED for configure_voice_settings.
winScorenumberoptional
withValidationbooleanoptionalEnable RPC validation.

Tool: manage_pcg

Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPath, parentGraphPath, subgraphPath, assetPath, path, name, nodeType, settingsClass, nodeId, nodeName, title, sourceNodeId, targetNodeId, sourcePin, targetPin, inputName, outputName, actorName, componentName, componentPath, classPath, actorClass, meshPath, texturePath, createComponent, force, wait, gridSize, scope, settings, x, y, posX, posY, save, overwrite, timeoutMs, params.

ParametersTypeDescription
actionstringPCG graph action to perform
actorClassstringoptional
actorNamestringoptionalName of the actor.
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
classPathstringoptional
componentNamestringoptionalName of the component.
componentPathstringoptionalComponent path/name for PCG execution.
createComponentbooleanoptional
forcebooleanoptional
graphPathstringoptionalPCG graph asset path (e.g., /Game/PCG/PCG_MyGraph).
gridSizenumberoptional
inputNamestringoptionalName of the pin.
meshPathstringoptionalMesh asset path.
namestringoptionalName identifier.
nodeIdstringoptionalID of the node.
nodeNamestringoptionalName of the node.
nodeTypestringoptionalPCG node type alias or UPCGSettings class path/name.
outputNamestringoptionalName of the pin.
overwritebooleanoptionalOverwrite if the asset/file already exists.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentGraphPathstringoptionalParent PCG graph asset path for subgraph insertion.
pathstringoptionalPath to a directory.
posXnumberoptional
posYnumberoptional
savebooleanoptionalSave the asset(s) after the operation.
scopestringoptionalPartition grid target scope.
settingsobjectoptionalNode settings keyed by reflected PCG settings property name.
settingsClassstringoptionalUPCGSettings class path/name for the PCG node.
sourceNodeIdstringoptionalID of the source node.
sourcePinstringoptionalName of the source pin.
subgraphPathstringoptionalPCG subgraph asset path used by subgraph nodes.
targetNodeIdstringoptionalID of the target node.
targetPinstringoptionalName of the target pin.
texturePathstringoptionalTexture asset path.
timeoutMsnumberoptional
titlestringoptional
waitbooleanoptional
xnumberoptional
ynumberoptional

Tool: manage_sequence

Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, actorName, actorNames, frame, value, property, destinationPath, newName, speed, startTime, loopMode, className, spawnable, trackType, trackName, muted, solo, locked, startFrame, endFrame, frameRate, resolution, start, end, lengthInFrames, playbackStart, playbackEnd, metadata, params.

ParametersTypeDescription
actionstringAction
actorNamestringoptionalName of the actor.
actorNamesarrayoptional
classNamestringoptional
destinationPathstringoptionalDestination path for move/copy.
endnumberoptional
endFramenumberoptional
framenumberoptional
frameRatestringoptional
lengthInFramesnumberoptional
lockedbooleanoptional
loopModestringoptional
metadataobjectoptional
mutedbooleanoptional
namestringoptionalName identifier.
newNamestringoptionalNew name for renaming.
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstringoptionalAsset path (e.g., /Game/Path/Asset).
playbackEndnumberoptional
playbackStartnumberoptional
propertystringoptionalName of the property.
resolutionstringoptional
solobooleanoptional
spawnablebooleanoptional
speednumberoptional
startnumberoptional
startFramenumberoptional
startTimenumberoptional
trackNamestringoptional
trackTypestringoptional
valueobjectoptional

Tool: manage_tools

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

ParametersTypeDescription
actionstringlist_tools: show canonical tools with status. list_categories: show category counts. enable/disable_tools: toggle specific tools. enable/disable_category: toggle category. get_status: current state. reset: restore defaults.
categorystringoptionalCategory name to enable/disable (core, world, gameplay, utility, all)
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
toolsarrayoptionalTool names to enable/disable

Tool: system_control

Control the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: profileType, category, level, enabled, resolution, command, target, platform, configuration, arguments, filter, channels, widgetPath, childClass, parentName, section, key, value, code, file, mode, returnBase64, includeMetadata, metadata, type, duration, outputPath, detailed, scale, maxFPS, poolSize, boostPlayerLocation, forceLOD, lodBias, enableInstancing, enableBatching, mergeActors, actors, streamingDistance, cellSize, categoryName, filename, height, message, name, packageName, assetPath, path, paths, recursive, replaceSourceActors, savePath, text, volume, widgetId, width, windowed, params.

ParametersTypeDescription
actionstringAction
actorsarrayoptional
argumentsstringoptional
assetPathstringoptionalAsset path (e.g., /Game/Path/Asset).
boostPlayerLocationbooleanoptional
categorystringoptional
categoryNamestringoptional
cellSizenumberoptional
channelsstringoptional
childClassstringoptional
codestringoptionalPython code to execute inline
commandstringoptional
configurationstringoptional
detailedbooleanoptional
durationnumberoptional
enableBatchingbooleanoptional
enableInstancingbooleanoptional
enabledbooleanoptionalWhether the item/feature is enabled.
filestringoptionalPath to .py file to execute
filenamestringoptional
filterstringoptional
forceLODnumberoptional
heightnumberoptional
includeMetadatabooleanoptional
keystringoptional
levelnumberoptional
lodBiasnumberoptional
maxFPSnumberoptional
mergeActorsbooleanoptional
messagestringoptional
metadataobjectoptional
modestringoptionalScreenshot source. editor_viewport captures the active editor viewport; game_viewport captures the PIE/game viewport; full_editor_window captures the full Slate editor window and returns imageBase64 by default.
namestringoptionalName identifier.
outputPathstringoptionalOutput file or directory path.
packageNamestringoptional
paramsobjectoptionalOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentNamestringoptional
pathstringoptionalAsset path (e.g., /Game/Path/Asset).
pathsarrayoptional
platformstringoptional
poolSizenumberoptional
profileTypestringoptional
recursivebooleanoptionalPerform the operation recursively.
replaceSourceActorsbooleanoptional
resolutionstringoptionalResolution setting (e.g., 1024x1024).
returnBase64booleanoptionalReturn PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport screenshot modes.
savePathstringoptionalPath to save the asset.
scalenumberoptional
sectionstringoptional
streamingDistancenumberoptional
targetstringoptional
textstringoptional
typestringoptional
valuestringoptional
volumenumberoptional
widgetIdstringoptional
widgetPathstringoptionalWidget blueprint path.
widthnumberoptional
windowedbooleanoptional

Use this MCP Server

{
  "mcpServers": {
    "unreal-engine-mcp-server": {
      "command": "docker",
      "args": [
        "run",
        "-i",
        "--rm",
        "-e",
        "UE_HOST",
        "-e",
        "UE_RC_HTTP_PORT",
        "-e",
        "UE_RC_WS_PORT",
        "-e",
        "LOG_LEVEL",
        "mcp/unreal-engine-mcp-server"
      ],
      "env": {
        "UE_HOST": "<nil>",
        "UE_RC_HTTP_PORT": "<nil>",
        "UE_RC_WS_PORT": "<nil>",
        "LOG_LEVEL": "<nil>"
      }
    }
  }
}

Why is it safer to run MCP Servers with Docker?

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