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 Available Tools (23) Tools provided by this Server Short 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.
Parameters Type Description actionstringAction actorNamestringoptional Name of the actor. additiveAnimTypestringoptional angularDampingnumberoptional animationPathstringoptional Asset path (e.g., /Game/Path/Asset). artifactsarrayoptional assetPathstringoptional Asset path (e.g., /Game/Path/Asset). assetsarrayoptional assignToMeshbooleanoptional attachBoneNamestringoptional Name of the bone. axisstringoptional axisNamestringoptional basePoseFramenumberoptional basePoseTypestringoptional blendTimenumberoptional blendTypestringoptional blueprintPathstringoptional Blueprint asset path. bodyAstringoptional bodyBstringoptional bodyTypestringoptional boneNamestringoptional Name of the bone. boneTracksarrayoptional cacheNamestringoptional centerobjectoptional 3D location (x, y, z). collisionEnabledbooleanoptional compileReferencersbooleanoptional force_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 locationobjectoptional 3D location (x, y, z). lodIndexnumberoptional machineNamestringoptional markerNamestringoptional massnumberoptional maxValuenumberoptional minValuenumberoptional montagePathstringoptional Asset path (e.g., /Game/Path/Asset). morphTargetNamestringoptional morphTargetPathstringoptional Asset path (e.g., /Game/Path/Asset). namestringoptional Name identifier. newBoneNamestringoptional Name of the bone. nodeNamestringoptional Name of the node. notifyNamestringoptional numFramesnumberoptional outputPathstringoptional Output file or directory path. overwritebooleanoptional Overwrite if the asset/file already exists. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentBoneNamestringoptional Name of the bone. parentClassstringoptional pathstringoptional Directory path for asset creation. physicsAssetNamestringoptional physicsAssetPathstringoptional Path to physics asset. pitchnumberoptional playRatenumberoptional profileNamestringoptional propertyNamestringoptional Name of the property. radiusnumberoptional rebuildBlendParametersbooleanoptional force_rebuild_blend_space: also trigger PostEditChangeProperty for the BlendParameters UPROPERTY (axis min/max changed). Default false. relativeLocationobjectoptional 3D location (x, y, z). relativeRotationobjectoptional 3D rotation (pitch, yaw, roll). relativeScaleobjectoptional 3D scale (x, y, z). removeChildrenbooleanoptional rootBoneNamestringoptional Name of the bone. rootMotionRootLockstringoptional rotationobjectoptional 3D rotation (pitch, yaw, roll). sampleValuenumberoptional savebooleanoptional Save the asset(s) after the operation. savePathstringoptional Path to save the asset. scaleobjectoptional 3D scale (x, y, z). sectionNamestringoptional simulatePhysicsbooleanoptional skeletalMeshPathstringoptional Skeletal mesh path. skeletonPathstringoptional Asset path (e.g., /Game/Path/Asset). slotNamestringoptional socketNamestringoptional Name of the socket. sourceBoneNamestringoptional Name of the bone. sourceChainstringoptional sourceIKRigPathstringoptional Asset path (e.g., /Game/Path/Asset). sourceMeshPathstringoptional Mesh asset path. sourceSkeletonstringoptional Asset path (e.g., /Game/Path/Asset). startFramenumberoptional startTimenumberoptional stateMachineNamestringoptional stateNamestringoptional suffixstringoptional targetBoneNamestringoptional Name of the bone. targetChainstringoptional targetIKRigPathstringoptional Asset path (e.g., /Game/Path/Asset). targetMeshPathstringoptional Mesh asset path. targetSkeletonstringoptional Asset path (e.g., /Game/Path/Asset). thresholdnumberoptional timenumberoptional toSectionstringoptional toStatestringoptional trackIndexnumberoptional valuestringoptional Generic 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.
Parameters Type Description actionstringAction actorNamestringoptional Name of the actor. actorPathstringoptional alignToNormalbooleanoptional alignToSplinebooleanoptional amplitudenumberoptional arriveTangentobjectoptional 3D location (x, y, z). assetPathsarrayoptional assetsarrayoptional azimuthnumberoptional bClosedLoopbooleanoptional blueprintPathstringoptional Blueprint asset path. boundsobjectoptional collisionEnabledbooleanoptional compensationValuenumberoptional componentCountobjectoptional 2D vector. componentNamestringoptional Name of the component. countnumberoptional cubemapPathstringoptional Asset path (e.g., /Game/Path/Asset). cullDistancenumberoptional curvePathstringoptional Asset path (e.g., /Game/Path/Asset). densitynumberoptional directionobjectoptional 3D rotation (pitch, yaw, roll). elevationnumberoptional enabledbooleanoptional Whether the item/feature is enabled. falloffnumberoptional filenamestringoptional foliageTypestringoptional foliageTypePathstringoptional Asset path (e.g., /Game/Path/Asset). foliageTypesarrayoptional forwardAxisstringoptional hardnessnumberoptional heightDataarrayoptional heightScalenumberoptional heightmapPathstringoptional hournumberoptional initialPointsarrayoptional intensitynumberoptional landscapeActorPathstringoptional landscapeNamestringoptional landscapePathstringoptional Asset path (e.g., /Game/Path/Asset). layerInfoPathstringoptional Asset path (e.g., /Game/Path/Asset). layerNamestringoptional leaveTangentobjectoptional 3D location (x, y, z). lightTypestringoptional locationobjectoptional 3D location (x, y, z). locationsarrayoptional materialstringoptional Material asset path. materialIndexnumberoptional materialPathstringoptional Material asset path. maxBrightnessnumberoptional maxScalenumberoptional maxXnumberoptional maxYnumberoptional meshPathstringoptional Mesh asset path. methodstringoptional minBrightnessnumberoptional minScalenumberoptional minXnumberoptional minYnumberoptional namestringoptional Name identifier. namesarrayoptional noWeightBlendbooleanoptional numLODsnumberoptional operationstringoptional outputPathstringoptional paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. particleSystemPathstringoptional Asset path (e.g., /Game/Path/Asset). pathstringoptional Path to a directory. physicalMaterialPathstringoptional Asset path (e.g., /Game/Path/Asset). pointIndexnumberoptional pointRotationobjectoptional 3D rotation (pitch, yaw, roll). pointScaleobjectoptional 3D scale (x, y, z). pointTypestringoptional pointsarrayoptional positionobjectoptional 3D location (x, y, z). propertyNamestringoptional Name of the property. propertyValuestringoptional Generic value (any type). quadsPerSectionnumberoptional qualitystringoptional radiusnumberoptional randomOffsetRangenumberoptional randomYawbooleanoptional randomizeRotationbooleanoptional randomizeScalebooleanoptional regionobjectoptional removeAllbooleanoptional rotationobjectoptional 3D rotation (pitch, yaw, roll). rotationRangeobjectoptional 3D rotation (pitch, yaw, roll). savebooleanoptional Save the asset(s) after the operation. sectionSizenumberoptional sectionsPerComponentnumberoptional seednumberoptional settingsobjectoptional sizeXnumberoptional sizeYnumberoptional skipFlushbooleanoptional skyLightIntensitynumberoptional spacingnumberoptional speednumberoptional splineTypestringoptional staticMeshstringoptional Mesh asset path. steepnessnumberoptional strengthnumberoptional subdivisionsnumberoptional targetActorstringoptional Name of the actor. tileSizenumberoptional timenumberoptional timeoutMsnumberoptional toolstringoptional transformsarrayoptional updateNormalsbooleanoptional useRandomOffsetbooleanoptional volumeNamestringoptional waterBodyNamestringoptional Name 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.
Parameters Type Description actionstringAction actorClassstringoptional actorNamestringoptional Name of the actor. actorNamesarrayoptional allComponentsbooleanoptional argumentsstringoptional Generic value (any type). blueprintPathstringoptional Blueprint asset path. childActorstringoptional Name of the child actor (for attach/detach operations). classNamestringoptional classPathstringoptional Asset path (e.g., /Game/Path/Asset). collisionEnabledbooleanoptional componentNamestringoptional Name of the component. componentTypestringoptional filterstringoptional forceobjectoptional 3D vector. functionNamestringoptional Name of the function. limitnumberoptional locationobjectoptional 3D location (x, y, z). materialIndexintegeroptional materialPathstringoptional Material asset path. materialSlotintegeroptional meshPathstringoptional Mesh asset path. namestringoptional Name identifier. newNamestringoptional New name for renaming. offsetobjectoptional 3D location (x, y, z). paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentActorstringoptional Name of the parent actor (for attach operations). propertiesobjectoptional propertyNamestringoptional Name of the property. rotationobjectoptional 3D rotation (pitch, yaw, roll). scaleobjectoptional 3D scale (x, y, z). snapshotNamestringoptional tagstringoptional Name of the tag. valuestringoptional Generic value (any type). variablesobjectoptional visiblebooleanoptional Whether 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.
Parameters Type Description actionstringEditor action actorNamestringoptional Name of the actor. assetPathstringoptional Asset path (e.g., /Game/Path/Asset). blendTimenumberoptional bookmarkNamestringoptional buttonstringoptional categorystringoptional commandstringoptional deltaTimenumberoptional enabledbooleanoptional Whether the item/feature is enabled. filenamestringoptional fovnumberoptional heightnumberoptional idstringoptional includeMetadatabooleanoptional inputActionstringoptional inputTypestringoptional keystringoptional levelPathstringoptional Level asset path. locationobjectoptional 3D location (x, y, z). metadataobjectoptional modestringoptional Editor mode for set_editor_mode, or screenshot source: editor_viewport, game_viewport, full_editor_window. namestringoptional Name identifier. objectPathstringoptional paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. pathstringoptional Path to a directory. preferencesobjectoptional realtimebooleanoptional resolutionstringoptional Resolution setting (e.g., 1024x1024). returnBase64booleanoptional Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport modes. rotationobjectoptional 3D 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.
Parameters Type Description actionstringAction actorNamestringoptional Name of the actor. blueprintPathstringoptional Blueprint asset path. classNamestringoptional classPathstringoptional Asset path (e.g., /Game/Path/Asset). componentNamestringoptional Name of the component. componentNamesarrayoptional detailedbooleanoptional filterstringoptional namestringoptional Name identifier. objectPathstringoptional Asset path (e.g., /Game/Path/Asset). paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. propertyNamestringoptional Name of the property. propertyNamesarrayoptional propertyPathstringoptional snapshotNamestringoptional tagstringoptional Name of the tag. valuestringoptional Generic 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.
Parameters Type Description actionstringAI action to perform actorNamestringoptional Name of the actor. agentHeightnumberoptional Navigation agent height (default: 144). agentMaxSlopenumberoptional Maximum slope angle in degrees (default: 44). agentRadiusnumberoptional Navigation agent radius (default: 35). agentStepHeightnumberoptional Maximum step height agent can climb (default: 35). areaClassstringoptional Navigation area class path. areaCostnumberoptional Pathfinding cost multiplier for area (1.0 = normal). assetPathstringoptional Asset path (e.g., /Game/Path/Asset). bCreateBoxObstaclebooleanoptional Add box obstacle during nav generation. baseObjectClassstringoptional behaviorTreePathstringoptional Path to behavior tree asset. blackboardPathstringoptional Path to blackboard asset. blueprintPathstringoptional Blueprint asset path. broadcastIntervalnumberoptional Interval for state change broadcast (0 = single). broadcastRadiusnumberoptional Radius for state change broadcast. cellHeightnumberoptional NavMesh cell height (default: 10). cellSizenumberoptional NavMesh cell size (default: 19). childNodeIdstringoptional ID of the node. commentstringoptional componentNamestringoptional Name of the component. compositeTypestringoptional Composite node type. configPathstringoptional Path to config asset. contextTypestringoptional EQS context type. controllerPathstringoptional Path to controller blueprint. damageConfigobjectoptional AI damage sense configuration. decoratorTypestringoptional Decorator node type. definitionPathstringoptional Path to definition asset. directionstringoptional Link traversal direction. disabledAreaClassstringoptional Area class when smart link is disabled. dominantSensestringoptional Dominant sense for perception prioritization. enableDamagebooleanoptional enableHearingbooleanoptional enableSightbooleanoptional enabledbooleanoptional enabledAreaClassstringoptional Area class when smart link is enabled. endPointobjectoptional End point of navigation link (relative to actor). failsafeExtentobjectoptional Failsafe extent for nav modifier when actor has no collision. focusActorNamestringoptional Name of the actor. fromStatestringoptional Source state name. generatorSettingsobjectoptional Generator-specific settings. generatorTypestringoptional EQS generator type. hearingConfigobjectoptional AI hearing sense configuration. hearingRangenumberoptional isInstanceSyncedbooleanoptional Sync key across instances. keyNamestringoptional Name of the key. keyTypestringoptional Blackboard key data type. linkEnabledbooleanoptional Whether the link is enabled. linkTypestringoptional Type of navigation link. locationobjectoptional World location for nav link proxy. loseSightRadiusnumberoptional maxSimplificationErrornumberoptional Edge simplification error. mergeRegionSizenumberoptional Region merge threshold. minRegionAreanumberoptional Minimum region area to keep. namestringoptional Name identifier. nodeClassstringoptional Node class path. nodeIdstringoptional ID of the node. nodeTypestringoptional obstacleAreaClassstringoptional Area class for box obstacle. obstacleExtentobjectoptional Extent of simple box obstacle. obstacleOffsetobjectoptional Offset of simple box obstacle. offsetobjectoptional 3D vector. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentNodeIdstringoptional ID of the node. parentStateNamestringoptional pathstringoptional Directory path for asset creation. peripheralVisionAnglenumberoptional propertiesobjectoptional queryPathstringoptional Path to EQS query asset. rotationobjectoptional Rotation for nav link proxy. savebooleanoptional Save the asset(s) after the operation. savePathstringoptional Path to save the asset. serviceTypestringoptional Service node type. sightConfigobjectoptional AI sight sense configuration. sightRadiusnumberoptional slotIndexnumberoptional Index of slot to configure. snapRadiusnumberoptional Snap radius for link endpoints (default: 30). spawnCountnumberoptional startPointobjectoptional Start point of navigation link (relative to actor). stateNamestringoptional Name of the state. stateTreePathstringoptional Path to State Tree asset. stateTypestringoptional subnodeTypestringoptional Behavior Tree subnode kind for add_subnode. taskTypestringoptional Task node type. teamIdnumberoptional Team ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.). testIndexnumberoptional Index of test to configure. testSettingsobjectoptional Test scoring and filter settings. testTypestringoptional EQS test type. tileSizeUUnumberoptional NavMesh tile size in UU (default: 1000). toStatestringoptional Target state name. triggerTypestringoptional valuestringoptional Generic 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.
Parameters Type Description actionstringAction to perform additionalOutputsarrayoptional amountnumberoptional assetPathstringoptional Asset path (e.g., /Game/Path/Asset). assetPathsarrayoptional baseTexturestringoptional Texture asset path. blendModestringoptional blendTexturestringoptional Texture asset path. blendTypestringoptional blueTexturestringoptional Texture asset path. channelstringoptional checkoutFilesbooleanoptional classNamesarrayoptional codestringoptional compressionSettingsstringoptional constAnumberoptional constBnumberoptional coordinateIndexnumberoptional curvePointsarrayoptional defaultValuestringoptional Generic value (any type). depthnumberoptional descriptionstringoptional destinationPathstringoptional Destination path for move/copy. directionstringoptional directorystringoptional Path to a directory. directoryPathstringoptional Path to a directory. domainstringoptional downstreambooleanoptional endPinstringoptional Name of the pin. filterMethodstringoptional fixupRedirectorsbooleanoptional folderPathstringoptional Path to a directory. forcebooleanoptional formatstringoptional functionPathstringoptional Asset path (e.g., /Game/Path/Asset). gammanumberoptional greenTexturestringoptional Texture asset path. groupstringoptional heightnumberoptional inBlacknumberoptional inWhitenumberoptional inputNamestringoptional Name of the pin. inputTypestringoptional inputsarrayoptional instancePathstringoptional Asset path (e.g., /Game/Path/Asset). layerNamestringoptional layersarrayoptional levelsnumberoptional limitnumberoptional lodBiasnumberoptional lodCountnumberoptional materialDomainstringoptional materialPathstringoptional Material asset path. maxDepthnumberoptional meshPathstringoptional Mesh asset path. metadataobjectoptional namestringoptional Name identifier. neverStreambooleanoptional newHeightnumberoptional newNamestringoptional New name for renaming. newWidthnumberoptional nodeIdstringoptional ID of the node. nodeIdsarrayoptional nodeTypestringoptional octavesnumberoptional offsetnumberoptional opacitynumberoptional operationstringoptional orphansOnlybooleanoptional outputTypestringoptional overwritebooleanoptional Overwrite if the asset/file already exists. packagePathsarrayoptional parameterNamestringoptional Name of the parameter. parameterTypestringoptional paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentMaterialstringoptional Material asset path. pathstringoptional Path to a directory. pathsarrayoptional patternstringoptional pinNamestringoptional Name of the pin. posXnumberoptional posYnumberoptional prefixstringoptional radiusnumberoptional recursivebooleanoptional recursiveClassesbooleanoptional recursivePathsbooleanoptional redTexturestringoptional Texture asset path. replaceTextstringoptional replacementstringoptional reportTypestringoptional samplesnumberoptional savebooleanoptional Save the asset(s) after the operation. scalenumberoptional searchTextstringoptional shadingModelstringoptional showConfirmationbooleanoptional sourceNodeIdstringoptional ID of the source node. sourcePathstringoptional Source path for import/move/copy. sourcePinstringoptional Name of the source pin. sourceTexturestringoptional Texture asset path. speednumberoptional speedXnumberoptional speedYnumberoptional startNodeIdstringoptional ID of the node. streamingPrioritynumberoptional strengthnumberoptional suffixstringoptional tagstringoptional Name of the tag. tagsarrayoptional targetNodeIdstringoptional ID of the target node. targetPinstringoptional Name of the target pin. textureGroupstringoptional texturePathstringoptional Texture asset path. twoSidedbooleanoptional typestringoptional uTilingnumberoptional vTilingnumberoptional valuestringoptional Generic 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.
Parameters Type Description actionstringAction actorNamestringoptional Name of the actor. analysisTypestringoptional assetPathstringoptional Asset path (e.g., /Game/Path/Asset). attachPointNamestringoptional Name of the socket. attenuationPathstringoptional Asset path (e.g., /Game/Path/Asset). attenuationShapestringoptional componentNamestringoptional Name of the component. concurrencyPathstringoptional Asset path (e.g., /Game/Path/Asset). defaultValuestringoptional Generic value (any type). dopplerIntensitynumberoptional effectTypestringoptional enablebooleanoptional enableReverbSendbooleanoptional enabledbooleanoptional Whether the item/feature is enabled. fadeInTimenumberoptional fadeOutTimenumberoptional fadeTimenumberoptional fadeTypestringoptional falloffDistancenumberoptional falloffModestringoptional innerRadiusnumberoptional inputNamestringoptional Name of the input. inputTypestringoptional locationobjectoptional 3D location (x, y, z). loopingbooleanoptional Whether to loop. lowPassFilterFrequencynumberoptional mixNamestringoptional namestringoptional Name identifier. nodeTypestringoptional occlusionFilterScalenumberoptional occlusionInterpolationTimenumberoptional occlusionVolumeScalenumberoptional outputNamestringoptional Name of the output. outputTypestringoptional paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentClassstringoptional pathstringoptional Directory path for asset creation. pitchnumberoptional propertiesobjectoptional reverbDistanceMaxnumberoptional reverbDistanceMinnumberoptional reverbEffectstringoptional reverbWetLevelMaxnumberoptional reverbWetLevelMinnumberoptional rotationobjectoptional 3D rotation (pitch, yaw, roll). savebooleanoptional Save the asset(s) after the operation. sizeobjectoptional 3D scale (x, y, z). soundClassNamestringoptional soundClassPathstringoptional Sound class path. soundNamestringoptional soundPathstringoptional Sound asset path. sourceNodestringoptional Source node name. sourceNodeIdstringoptional ID of the source node. sourceOutputNamestringoptional sourcePinstringoptional Name of the source pin. spatializationstringoptional speakerPathstringoptional Asset path (e.g., /Game/Path/Asset). startTimenumberoptional targetInputNamestringoptional targetNodestringoptional Target node name. targetNodeIdstringoptional ID of the target node. targetPinstringoptional Name of the target pin. targetVolumenumberoptional velocityScalenumberoptional volumenumberoptional volumeAdjusternumberoptional wavePathstringoptional Path 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.
Parameters Type Description actionstringBlueprint action actionPathstringoptional Asset path (e.g., /Game/Path/Asset). alignmentobjectoptional Widget alignment (0-1). alwaysShowScrollbarbooleanoptional Always show scrollbar. anchorMaxobjectoptional Maximum anchor point (0-1). anchorMinobjectoptional Minimum anchor point (0-1). anglenumberoptional Angle in degrees. animationNamestringoptional Animation name. applyAndSavebooleanoptional attachTostringoptional autoWrapbooleanoptional Enable text auto-wrap. bindingSourcestringoptional Variable or function name to bind to. blueprintPathstringoptional Blueprint asset path. blueprintTypestringoptional Path or name of the parent class. brushColorobjectoptional Border brush color. brushSizeobjectoptional Brush/image size. categorystringoptional clippingstringoptional Widget clipping mode. colorAndOpacityobjectoptional Color and opacity (0-1 values). columnCountnumberoptional Number of columns. componentClassstringoptional componentNamestringoptional Name of the component. componentTypestringoptional customEventNamestringoptional Name of the event. defaultValuestringoptional Generic value (any type). deltanumberoptional Spinbox increment. durationnumberoptional eventNamestringoptional Name of the event. eventTypestringoptional explicitWrapWidthbooleanoptional Use explicit wrap width. fadeTimenumberoptional Fade time in seconds. fillColorAndOpacityobjectoptional Fill color for progress bar. folderstringoptional Path to a directory. fontSizenumberoptional Font size. fromNodeIdstringoptional ID of the source node. fromPinNamestringoptional Name of the source pin. functionNamestringoptional Name of the function. graphNamestringoptional Name of the graph. gridSizeobjectoptional Inventory grid size. heightnumberoptional heightOverridenumberoptional Height override for size box. hintTextstringoptional Placeholder hint text. includeProgressBarbooleanoptional Include progress bar. innerSlotPaddingobjectoptional Inner wrap box slot padding. inputActionAssetPathstringoptional Asset path (e.g., /Game/Path/Asset). inputActionPathstringoptional Asset path (e.g., /Game/Path/Asset). inputAxisNamestringoptional inputTypestringoptional Text input type. inputsarrayoptional interpolationstringoptional Keyframe interpolation. isCheckedbooleanoptional Checkbox checked state. isEnabledbooleanoptional Widget enabled state. isMarqueebooleanoptional Progress bar marquee mode. isPublicbooleanoptional isReplicatedbooleanoptional linkedTostringoptional locationarrayoptional loopCountnumberoptional Number of loops (-1 for infinite). materialPathstringoptional Material asset path. maxValuenumberoptional Maximum value. maxVisibleObjectivesnumberoptional Maximum visible objectives. memberClassstringoptional memberNamestringoptional meshPathstringoptional Mesh asset path. metadataobjectoptional minDesiredHeightnumberoptional Minimum desired height. minDesiredSlotHeightnumberoptional Minimum slot height. minDesiredSlotWidthnumberoptional Minimum slot width. minDesiredWidthnumberoptional Minimum desired width. minValuenumberoptional Minimum value. namestringoptional Name identifier. newNamestringoptional New name for renaming. newParentstringoptional nodeGuidstringoptional nodeIdstringoptional ID of the node. nodeNamestringoptional Name of the node. nodeTypestringoptional oldNamestringoptional onHoveredFunctionstringoptional Function to call on hover. onUnhoveredFunctionstringoptional Function to call on unhover. operationsarrayoptional optionsarrayoptional Combo box options. orientationstringoptional Widget orientation. outputsarrayoptional paddingobjectoptional Widget slot padding. parametersarrayoptional paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentClassstringoptional Path or name of the parent class. parentComponentstringoptional parentNamestringoptional parentSlotstringoptional Parent slot to add widget to. pathstringoptional Directory path for asset creation. percentnumberoptional Progress bar percentage (0-1). pinNamestringoptional Name of the pin. playModestringoptional Animation play mode. posXnumberoptional posYnumberoptional positionobjectoptional 3D location (x, y, z). presetstringoptional previewSizestringoptional Preview resolution preset. promptFormatstringoptional Interaction prompt format. propertiesobjectoptional propertyNamestringoptional Name of the property. propertyValuestringoptional Generic value (any type). rotationarrayoptional rowCountnumberoptional Number of rows. saveAfterCompilebooleanoptional savePathstringoptional Path to save the asset. scalearrayoptional scrollBarVisibilitystringoptional Scroll bar visibility. segmentCountnumberoptional Number of radial segments. selectedOptionstringoptional Selected combo box option. settingsTypestringoptional Settings menu type. shearobjectoptional Render shear. showSpeakerNamebooleanoptional Show speaker name. sizenumberoptional slotNamestringoptional Name of the slot. slotPaddingobjectoptional Padding between uniform grid slots. sourceNodestringoptional sourcePinstringoptional Name of the source pin. stepSizenumberoptional Value step size. stretchstringoptional Scale box stretch mode. stretchDirectionstringoptional Scale box stretch direction. targetClassstringoptional targetNodestringoptional targetPinstringoptional Name of the target pin. textstringoptional Text content. texturePathstringoptional Texture asset path. timenumberoptional Keyframe time. timeoutMsnumberoptional titlestringoptional toNodeIdstringoptional ID of the target node. toPinNamestringoptional Name of the target pin. trackTypestringoptional Animation track type. translationobjectoptional Render translation. userSpecifiedScalenumberoptional User specified scale value. valuestringoptional Generic value (any type). variableNamestringoptional Name of the variable. variableTypestringoptional Variable type (e.g., Boolean, Float, Integer, Vector, String, Object) visibilitystringoptional Widget visibility state. widgetPathstringoptional Widget blueprint path. widthnumberoptional widthOverridenumberoptional Width override for size box. wrapWidthnumberoptional Wrap width for wrap box. xnumberoptional ynumberoptional zOrdernumberoptional Z-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.
Parameters Type Description actionstringCharacter action to perform. accelerationnumberoptional airControlnumberoptional animBlueprintPathstringoptional Path to animation blueprint. avoidanceEnabledbooleanoptional Enable AI avoidance. blueprintPathstringoptional Blueprint asset path. brakingDecelerationnumberoptional cameraUsePawnControlRotationbooleanoptional Camera follows controller rotation. canCrouchbooleanoptional capsuleHalfHeightnumberoptional capsuleRadiusnumberoptional climbSpeednumberoptional climbableTagstringoptional Tag for climbable surfaces. crouchSpeednumberoptional crouchedHalfHeightnumberoptional customSpeednumberoptional decelerationnumberoptional fallingLateralFrictionnumberoptional Air friction. flySpeednumberoptional footstepEnabledbooleanoptional Enable footstep system. footstepSocketLeftstringoptional Left foot socket name. footstepSocketRightstringoptional Right foot socket name. footstepTraceDistancenumberoptional Ground trace distance. grappleRangenumberoptional Maximum grapple distance. grappleSpeednumberoptional Grapple pull speed. grappleTargetTagstringoptional Tag for grapple targets. gravityScalenumberoptional groundFrictionnumberoptional jumpHeightnumberoptional jumpHoldTimenumberoptional Max hold time for variable jump. mantleHeightnumberoptional Maximum mantle height. mantleReachDistancenumberoptional Forward reach for mantle check. maxJumpCountnumberoptional meshOffsetobjectoptional Mesh location offset. meshRotationobjectoptional Mesh rotation offset. modeIdnumberoptional Custom movement mode ID. modeNamestringoptional Name for custom movement mode. namestringoptional Name of the asset to create. navAgentHeightnumberoptional navAgentRadiusnumberoptional orientToMovementbooleanoptional Orient rotation to movement direction. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentClassstringoptional Parent class for character blueprint. particleScalenumberoptional pathstringoptional Directory path for asset creation. rotationRatenumberoptional runSpeednumberoptional skeletalMeshPathstringoptional Skeletal mesh path. slideCooldownnumberoptional slideDurationnumberoptional slideSpeednumberoptional springArmLagEnabledbooleanoptional Enable camera lag. springArmLagSpeednumberoptional Camera lag speed. springArmLengthnumberoptional sprintSpeednumberoptional surfaceTypestringoptional Physical surface type. swimSpeednumberoptional useControllerRotationPitchbooleanoptional Use controller pitch rotation. useControllerRotationRollbooleanoptional Use controller roll rotation. useControllerRotationYawbooleanoptional Use controller yaw rotation. vaultDepthnumberoptional Obstacle depth to check. vaultHeightnumberoptional Maximum vault obstacle height. volumeMultipliernumberoptional walkSpeednumberoptional wallRunDurationnumberoptional Maximum wall run duration. wallRunGravityScalenumberoptional Gravity during wall run. wallRunSpeednumberoptional Wall 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.
Parameters Type Description actionstringCombat action to perform adsEnabledbooleanoptional Enable aim down sights. adsFovnumberoptional FOV when aiming. adsSpeednumberoptional Time to aim down sights. adsSpreadMultipliernumberoptional Spread multiplier when aiming. ammoPerShotnumberoptional ammoTypestringoptional Ammo type identifier. armorValuenumberoptional attachmentSlotsarrayoptional Attachment slot definitions. baseDamagenumberoptional blockDamageReductionnumberoptional Damage reduction when blocking (0-1). blockStaminaCostnumberoptional Stamina cost per blocked hit. blueprintPathstringoptional Blueprint asset path. bounceEnabledbooleanoptional Enable projectile bouncing. bounceVelocityRationumberoptional Velocity retained on bounce (0-1). collisionRadiusnumberoptional comboWindowTimenumberoptional Time window for combo input. criticalMultipliernumberoptional Critical hit damage multiplier. damageAmountnumberoptional damageImpulsenumberoptional Impulse applied on hit. damageMultipliernumberoptional Damage multiplier for this hitbox. damagePerSecondnumberoptional damageReductionnumberoptional damageTypestringoptional durationnumberoptional effectTypestringoptional ejectionSocketNamestringoptional Shell ejection socket name. equipAnimationPathstringoptional Path to equip animation montage. fireRatenumberoptional headshotMultipliernumberoptional Headshot damage multiplier. healAmountnumberoptional hitPauseDurationnumberoptional Hitstop duration in seconds. hitPauseTimeDilationnumberoptional Time dilation during hitstop. hitReactionMontagestringoptional Path to hit reaction montage. hitReactionStunTimenumberoptional Stun duration on hit. hitboxBoneNamestringoptional Bone name for hitbox. hitboxSizeobjectoptional Hitbox dimensions. hitboxTypestringoptional Hitbox collision shape. hitscanEnabledbooleanoptional Enable hitscan firing. homingAccelerationnumberoptional Homing turn rate. homingEnabledbooleanoptional Enable homing behavior. impactDecalPathstringoptional Path to impact decal. impactParticlePathstringoptional Path to impact particle. impactSoundPathstringoptional Path to impact sound. infiniteAmmobooleanoptional isDamageZoneHeadbooleanoptional Mark as headshot zone. magazineSizenumberoptional maxAmmonumberoptional maxComboCountnumberoptional Maximum combo length. maxHealthnumberoptional maxShieldnumberoptional meleeTraceEndSocketstringoptional Socket for trace end. meleeTraceRadiusnumberoptional Sphere trace radius. meleeTraceStartSocketstringoptional Socket for trace start. muzzleFlashParticlePathstringoptional Path to muzzle flash particle. muzzleFlashScalenumberoptional Muzzle flash scale. muzzleSocketNamestringoptional Muzzle socket name. muzzleSoundPathstringoptional Path to firing sound. namestringoptional Name identifier. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parryAnimationPathstringoptional Path to parry animation. parryWindowEndnumberoptional Parry window end time (normalized). parryWindowStartnumberoptional Parry window start time (normalized). pathstringoptional Directory path for asset creation. projectileClassstringoptional Projectile class path. projectileGravityScalenumberoptional projectileLifespannumberoptional projectileMeshPathstringoptional Path to projectile mesh. projectileSpeednumberoptional rangenumberoptional recoilPitchnumberoptional Vertical recoil (degrees). recoilRecoverynumberoptional Recoil recovery speed. recoilYawnumberoptional Horizontal recoil (degrees). reloadAnimationPathstringoptional Path to reload animation. reloadTimenumberoptional shellEjectionForcenumberoptional Shell ejection impulse. shellLifespannumberoptional Shell casing lifetime. shellMeshPathstringoptional Path to shell casing mesh. shieldAmountnumberoptional shieldRegenDelaynumberoptional shieldRegenRatenumberoptional spreadnumberoptional spreadIncreasenumberoptional Spread increase per shot. spreadPatternstringoptional Spread pattern type. spreadRecoverynumberoptional Spread recovery rate. startingAmmonumberoptional switchInTimenumberoptional Time to equip weapon. switchOutTimenumberoptional Time to unequip weapon. traceChannelstringoptional Trace channel for hitscan. tracerParticlePathstringoptional Path to tracer particle. tracerSpeednumberoptional Tracer travel speed. unequipAnimationPathstringoptional Path to unequip animation montage. weaponMeshPathstringoptional Path to weapon static/skeletal mesh. weaponTrailEndSocketstringoptional Trail end socket. weaponTrailParticlePathstringoptional Path to weapon trail particle. weaponTrailStartSocketstringoptional Trail 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.
Parameters Type Description actionstringEffect/Niagara action to perform. accelerationobjectoptional 3D location (x, y, z). actorNamestringoptional Name of the actor. alignmentstringoptional assetPathstringoptional Asset path (e.g., /Game/Path/Asset). attachToActorstringoptional Name of the actor. autoConnectbooleanoptional burstCountnumberoptional burstTimenumberoptional cameraOffsetnumberoptional collisionModestringoptional colorstringoptional RGBA 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 emitterPathstringoptional Asset path (e.g., /Game/Path/Asset). emitterPropertiesobjectoptional eventNamestringoptional Name of the event. eventPayloadarrayoptional Niagara event payload attributes to expose. eventSpawnCountnumberoptional eventTypestringoptional extinctionnumberoptional facingModestringoptional filterstringoptional fixedBoundsEnabledbooleanoptional forceStrengthnumberoptional forceTypestringoptional forceVectorobjectoptional 3D location (x, y, z). frictionnumberoptional intensitynumberoptional killConditionstringoptional lifetimenumberoptional lightRadiusnumberoptional lightTypestringoptional locationobjectoptional 3D location (x, y, z). massnumberoptional materialPathstringoptional Material asset path. meshPathstringoptional Mesh asset path. modulePathstringoptional Asset path (e.g., /Game/Path/Asset). namestringoptional Name identifier. nodeIdstringoptional ID of the node. parameterNamestringoptional Name of the parameter. parameterTypestringoptional parameterValuestringoptional Generic value (any type). paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. pathstringoptional Directory path for asset creation. presetstringoptional radiusnumberoptional resetbooleanoptional restitutionnumberoptional savebooleanoptional savePathstringoptional Path to save the asset. scatteringnumberoptional scriptTypestringoptional shapestringoptional shapeTypestringoptional sizeModestringoptional sourceBindingstringoptional spawnOnEventbooleanoptional spawnPerUnitnumberoptional spawnRatenumberoptional stageIterationSourcestringoptional stageNamestringoptional stepsintegeroptional systemstringoptional Asset path (e.g., /Game/Path/Asset). systemNamestringoptional systemPathstringoptional Asset path (e.g., /Game/Path/Asset). timeoutMsnumberoptional uniformSizenumberoptional valuestringoptional Generic value (any type). velocityobjectoptional 3D 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.
Parameters Type Description actionstringGAS action to perform. abilityPathstringoptional Path to ability asset. abilityTagsarrayoptional Gameplay tags for this ability. activationBlockedTagsarrayoptional Tags that block activation of this ability. activationPolicystringoptional When the ability activates. activationRequiredTagsarrayoptional Tags required to activate this ability. aoeRadiusnumberoptional Area of effect radius. applicationRequiredTagsarrayoptional Tags required to apply this effect. assetPathstringoptional Asset path (e.g., /Game/Path/Asset). attributeNamestringoptional Name of the attribute. attributeSetPathstringoptional Path to Attribute Set asset. attributeTypestringoptional Predefined attribute type or Custom. baseValuenumberoptional Base value for attribute. blockAbilitiesWithTagarrayoptional Tags of abilities blocked while this is active. blueprintPathstringoptional Blueprint asset path. calculationClassstringoptional UGameplayEffectExecutionCalculation class path. cameraShakePathstringoptional Path to camera shake asset. cancelAbilitiesWithTagarrayoptional Tags of abilities to cancel when this activates. clampModestringoptional Attribute clamping mode. componentNamestringoptional Name of the component. cooldownEffectPathstringoptional Path to cooldown Gameplay Effect. costEffectPathstringoptional Path to cost Gameplay Effect. cuePathstringoptional Path to Gameplay Cue asset. cueTagstringoptional Gameplay Cue tag (e.g., GameplayCue.Damage.Fire). cueTypestringoptional Type of gameplay cue notify. decalPathstringoptional Path to decal material. defaultValuestringoptional Generic value (any type). durationnumberoptional Duration in seconds. durationTypestringoptional Effect duration type. effectPathstringoptional Path to effect asset. grantedTagsarrayoptional Tags granted while effect is active. immunityTagsarrayoptional Tags that block this effect. instancingPolicystringoptional How the ability is instanced. magnitudeCalculationTypestringoptional How magnitude is calculated. maxValuenumberoptional Maximum value for clamping. minValuenumberoptional Minimum value for clamping. modifierIndexnumberoptional modifierMagnitudenumberoptional Magnitude of the modifier. modifierOperationstringoptional Modifier operation on attribute. namestringoptional Name of the asset to create. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. particleSystemPathstringoptional Path to particle system. pathstringoptional Directory path for asset creation. periodnumberoptional Period for periodic effects. removalTagsarrayoptional Tags that cause effect removal. replicationModestringoptional ASC replication mode. setByCallerTagstringoptional Tag for SetByCaller magnitude. soundPathstringoptional Sound asset path. stackDurationRefreshPolicystringoptional When to refresh stack duration. stackExpirationPolicystringoptional What happens when stack expires. stackLimitCountnumberoptional Maximum stack count. stackPeriodResetPolicystringoptional When to reset stack period. stackingTypestringoptional Stacking type for effect. tagNamestringoptional Name of the tag. targetAttributestringoptional Target attribute for modifier. targetRangenumberoptional Maximum targeting range. targetingModestringoptional Targeting mode for ability. taskTypestringoptional Type of ability task to add. triggerTypestringoptional When 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.
Parameters Type Description actionstringGeometry action to perform actorNamestringoptional Name of the actor. amountnumberoptional Generic amount for operations (bevel size, inset distance, etc.). anglenumberoptional Angle in degrees. assetPathstringoptional Asset path (e.g., /Game/Path/Asset). axisstringoptional Axis for deformation operations. capbooleanoptional centerobjectoptional 3D location (x, y, z). collisionTypestringoptional Collision complexity type. computeWeightedNormalsbooleanoptional Use area-weighted normals. countnumberoptional depthnumberoptional Depth value. depthSegmentsnumberoptional Segments along depth. dimensionsobjectoptional 3D dimensions (width, height, depth). distancenumberoptional Distance value. hardEdgeAnglenumberoptional Angle threshold for hard edges (degrees). heightnumberoptional Height value. heightScalenumberoptional Texture displacement height scale. heightSegmentsnumberoptional Segments along height. hullCountnumberoptional Number of convex hulls for decomposition. hullPrecisionnumberoptional Precision for convex hull generation (0-1). innerRadiusnumberoptional Inner radius for torus. iterationsnumberoptional Number of iterations for smooth, remesh. keepInsidebooleanoptional keepToolbooleanoptional latticeResolutionnumberoptional Control lattice resolution for lattice deformation. locationobjectoptional 3D location (x, y, z). lodCountnumberoptional Number of LOD levels to generate. lodIndexnumberoptional Specific LOD index to configure. maxHullCountnumberoptional Maximum hull count for complex collision generation. maxHullVertsnumberoptional Maximum vertices per hull for complex collision generation. maxVerticesPerHullnumberoptional Maximum vertices per convex hull. midpointnumberoptional Texture luminance midpoint for displacement. namestringoptional Name identifier. numRingsnumberoptional Number of rings for sphere, torus. numSidesnumberoptional Number of sides for cylinder, cone, etc. numStepsnumberoptional Number of steps for stairs. numTurnsnumberoptional Number of turns for spiral. offsetobjectoptional 3D location (x, y, z). outputPathstringoptional Output file or directory path. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. pathstringoptional Path to a directory. positionobjectoptional 3D location (x, y, z). radialSegmentsnumberoptional Radial segments for circular shapes. radiusnumberoptional Radius value. recomputeNormalsbooleanoptional recomputeTangentsbooleanoptional reductionPercentnumberoptional Percent of triangles to reduce per LOD. rotationobjectoptional 3D rotation (pitch, yaw, roll). scaleobjectoptional 3D scale (x, y, z). screenSizesarrayoptional Array of screen sizes for each LOD. segmentsnumberoptional Number of segments for bevel, subdivide. simplificationFactornumberoptional Collision simplification factor. splineActorNamestringoptional Name of the actor. stepDepthnumberoptional Depth of each stair step. stepHeightnumberoptional Height of each stair step. stepWidthnumberoptional Width of each stair step. stepsnumberoptional strengthnumberoptional Strength or weight. targetActorstringoptional Name of the actor. targetEdgeLengthnumberoptional Target edge length for remeshing. targetHullCountnumberoptional Target hull count for collision simplification. targetTriangleCountnumberoptional Target triangle count for simplification. texturePathstringoptional Texture asset path. toolActorstringoptional Name of the actor. trianglePercentnumberoptional Percent of triangles to keep for LOD reduction. trimActorNamestringoptional Name of the actor. uvChannelnumberoptional UV channel index (0-7). uvOffsetobjectoptional UV offset. uvScaleobjectoptional UV scale. weightnumberoptional Weight for lattice deformation. weldDistancenumberoptional Distance threshold for vertex welding. widthnumberoptional Width value. widthSegmentsnumberoptional Segments 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.
Parameters Type Description actionstringThe interaction action to perform. actorNamestringoptional Name of the actor. autoClosebooleanoptional Automatically close after opening. autoCloseDelaynumberoptional Delay before auto-close in seconds. blueprintPathstringoptional Blueprint asset path. canTogglebooleanoptional chestPathstringoptional Path to chest actor blueprint. componentNamestringoptional Name of the component. doorPathstringoptional Path to door actor blueprint. folderstringoptional Path to a directory. lockedbooleanoptional Whether the item is locked. lootTablePathstringoptional Path to loot table asset. namestringoptional Name identifier. openAnglenumberoptional Door open rotation angle in degrees. openTimenumberoptional Time to open/close door in seconds. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. promptTextFormatstringoptional Format string for prompt (e.g., "Press {Key} to {Action}"). requiresKeybooleanoptional Whether interaction requires a key item. resetTimenumberoptional Time to reset switch in seconds. showOnHoverbooleanoptional Show widget when hovering. showPromptTextbooleanoptional Show interaction prompt text. switchPathstringoptional Path to switch actor blueprint. switchTypestringoptional Type of switch. traceDistancenumberoptional Trace distance. traceRadiusnumberoptional Trace radius. traceTypestringoptional Type of interaction trace. triggerPathstringoptional Path to trigger actor blueprint. triggerShapestringoptional Shape of trigger volume. widgetClassstringoptional Widget 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.
Parameters Type Description actionstringInventory action to perform. abilityGrantsbooleanoptional Enable ability grant support when equipped. actorPathstringoptional Path to actor Blueprint for loot drop. attachToSocketbooleanoptional Attach mesh to socket when equipped. blueprintPathstringoptional Blueprint asset path. bobbingbooleanoptional Enable bobbing animation. categoryPathstringoptional Path to item category asset. componentNamestringoptional Name of the component. craftTimenumberoptional Time in seconds to craft. craftingSpeedMultipliernumberoptional defaultSocketstringoptional Name of the socket. dropCountnumberoptional Number of drops to roll. dropOnDeathbooleanoptional dropRadiusnumberoptional Radius for scattered drops. enableWeightbooleanoptional encumberanceSystembooleanoptional encumberanceThresholdnumberoptional entryIndexnumberoptional glowEffectbooleanoptional Enable glow effect. iconPathstringoptional Path to icon texture. ingredientItemPathstringoptional Path to item data asset. interactionTypestringoptional How player picks up item. itemPathstringoptional Path to item data asset. lootTablePathstringoptional Path to loot table asset. lootWeightnumberoptional Weight for drop chance calculation. maxQuantitynumberoptional Maximum drop quantity. maxStackSizenumberoptional maxWeightnumberoptional minQuantitynumberoptional Minimum drop quantity. namestringoptional Name of the asset to create. outputItemPathstringoptional Path to item produced by recipe. outputQuantitynumberoptional Quantity produced. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. passiveEffectsbooleanoptional Enable passive effect support when equipped. pathstringoptional Directory path for asset creation. pickupPathstringoptional Path to pickup actor Blueprint. promptstringoptional Prompt text. propertiesobjectoptional quantitynumberoptional recipePathstringoptional Path to crafting recipe asset. recipePathsarrayoptional replicatedbooleanoptional Whether to replicate. replicationConditionstringoptional Replication condition for inventory. requiredLevelnumberoptional Required player level. requiredStationstringoptional Required crafting station type. respawnTimenumberoptional Respawn time in seconds. respawnablebooleanoptional rotationbooleanoptional Enable rotation animation. savebooleanoptional Save the asset(s) after the operation. slotCountnumberoptional slotsarrayoptional Equipment slot names to configure. stackablebooleanoptional statModifiersbooleanoptional Enable stat modifier support when equipped. stationPathstringoptional stationTypestringoptional Type of crafting station. tiersarrayoptional Quality 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.
Parameters Type Description actionstringAction assetPathstringoptional Asset path (e.g., /Game/Path/Asset). colorarrayoptional RGBA color as an array [r, g, b, a]. destinationPathstringoptional Destination path for move/copy. exportPathstringoptional Export file path. intensitynumberoptional levelNamestringoptional levelPathstringoptional Level asset path. levelPathsarrayoptional lightTypestringoptional Light type. Accepts short names (Point), class names (PointLight), or lowercase (point). locationobjectoptional 3D location (x, y, z). metadataobjectoptional namestringoptional Name identifier. newNamestringoptional overwritebooleanoptional Overwrite if the asset/file already exists. packagePathstringoptional Path to a directory. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentLevelstringoptional Parent level path. parentPathstringoptional Path to a directory. pathstringoptional Directory path for asset creation. qualitystringoptional rotationobjectoptional 3D rotation (pitch, yaw, roll). saveDirtyPackagesbooleanoptional savePathstringoptional Path to save the asset. shouldBeLoadedbooleanoptional shouldBeVisiblebooleanoptional sourcePathstringoptional Source path for import/move/copy. streamingbooleanoptional streamingMethodstringoptional subLevelPathstringoptional Level asset path. sublevelPathstringoptional Level asset path. targetPathstringoptional Path 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.
Parameters Type Description actionstringLevel structure action to perform. actorNamestringoptional Name of the actor. actorPathstringoptional Path to actor. bAutoCalculateBoundsbooleanoptional Auto-calculate bounds from content. bBlockOnSlowStreamingbooleanoptional bCreateWorldPartitionbooleanoptional Create with World Partition enabled. bDisableDistanceStreamingbooleanoptional Disable distance-based streaming. bEnableWorldPartitionbooleanoptional Enable World Partition for level. bEnabledbooleanoptional Whether the audio volume is enabled. bIsInitiallyLoadedbooleanoptional Data layer initially loaded. bIsInitiallyVisiblebooleanoptional Data layer initially visible. bIsSpatiallyLoadedbooleanoptional HLOD is spatially loaded. bPackBlueprintsbooleanoptional Include blueprints in packed level. bPackStaticMeshesbooleanoptional Include static meshes in packed level. bPainCausingbooleanoptional Whether the volume causes pain/damage. bShouldBeVisiblebooleanoptional Level should be visible when loaded. bShouldBlockOnLoadbooleanoptional Block game until level is loaded. bUnboundbooleanoptional Whether post process volume affects entire world. bUseExternalActorsbooleanoptional Enable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true. bWaterVolumebooleanoptional Whether this is a water volume. blendRadiusnumberoptional Blend radius for post process volume. blendWeightnumberoptional Blend weight (0.0-1.0) for post process. boundsobjectoptional boundsExtentobjectoptional Extent of level bounds. boundsOriginobjectoptional Origin of level bounds. boxExtentobjectoptional Extent for box trigger volumes. capsuleHalfHeightnumberoptional Half-height for capsule trigger volumes. capsuleRadiusnumberoptional Radius for capsule trigger volumes. cellSizenumberoptional HLOD cell size. createIfMissingbooleanoptional createVolumebooleanoptional Create a streaming volume (true) or just report existing volumes (false). Default: true. cullDistancesarrayoptional Array of size/distance pairs for cull distance volumes. damagePerSecnumberoptional Damage per second for pain volumes. dataLayerNamestringoptional Name of the data layer. dataLayerTypestringoptional Type of data layer. extentobjectoptional Extent (half-size) of the volume in each axis. fadeTimenumberoptional Fade time in seconds. filterstringoptional General search filter. fluidFrictionnumberoptional Fluid friction for physics volumes. gridCellSizenumberoptional World Partition grid cell size. gridNamestringoptional hlodLayerNamestringoptional Name of the HLOD layer. hlodLayerPathstringoptional Path to HLOD layer. instanceLocationobjectoptional Location of the level instance. instanceRotationobjectoptional Rotation of the level instance. instanceScaleobjectoptional Scale of the level instance. layerTypestringoptional levelAssetPathstringoptional Path to the level asset for instancing. levelInstanceNamestringoptional Level instance name. levelNamestringoptional levelPathstringoptional Level asset path. loadingDistancenumberoptional HLOD loading distance. loadingRangenumberoptional Loading range for grid cells. locationobjectoptional World location for the volume. nodeClassstringoptional Node class path. nodeNamestringoptional Name of the node. nodePositionobjectoptional Position of node in graph. packedLevelNamestringoptional Name for the packed level actor. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentLevelstringoptional Parent level path. prioritynumberoptional Priority value. reverbVolumenumberoptional Volume level for reverb (0.0-1.0). rotationobjectoptional Rotation of the volume. savebooleanoptional Save the asset(s) after the operation. sourceNodeNamestringoptional Source node name. sourcePinNamestringoptional Name of the source pin. sphereRadiusnumberoptional Radius for sphere trigger volumes. streamingDistancenumberoptional Distance/radius for streaming volume (creates ALevelStreamingVolume). streamingMethodstringoptional Level streaming method. streamingUsagestringoptional Streaming volume usage mode (default: LoadingAndVisibility). sublevelNamestringoptional Name of the sublevel. sublevelPathstringoptional Level asset path. targetNodeNamestringoptional Target node name. targetPinNamestringoptional Name of the target pin. terminalVelocitynumberoptional Terminal velocity in the volume. volumeExtentobjectoptional Extent of the volume. volumeLocationobjectoptional Location of the volume. volumeNamestringoptional Name of the volume. volumeTypestringoptional Type 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.
Parameters Type Description actionstringNetworking action to perform actionNamestringoptional Legacy input action mapping name. actionPathstringoptional Asset path (e.g., /Game/Path/Asset). actorNamestringoptional Name of the actor. allowSpectatingbooleanoptional Allow spectator mode. altbooleanoptional Require Alt for a legacy action mapping. alwaysRelevantbooleanoptional Always relevant to all clients. assetPathstringoptional Asset path (e.g., /Game/Path/Asset). attenuationFalloffnumberoptional Falloff rate for voice attenuation. attenuationRadiusnumberoptional Radius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation. autoBalancebooleanoptional Enable automatic team balancing. axisNamestringoptional Legacy input axis mapping name. bAllowInvitesbooleanoptional Allow player invites. bAllowJoinInProgressbooleanoptional Allow joining games in progress. bDelayedStartbooleanoptional Whether to delay match start. bIsLANMatchbooleanoptional Whether this is a LAN match. bShouldAdvertisebooleanoptional Advertise session publicly. bUseLobbiesIfAvailablebooleanoptional Use lobby system if available. bUsesPresencebooleanoptional Use presence for session discovery. blueprintPathstringoptional Blueprint asset path. canRespawnbooleanoptional channelNamestringoptional Voice channel name. REQUIRED for set_voice_channel. channelTypestringoptional Voice channel type. cmdbooleanoptional Require Cmd for a legacy action mapping. conditionstringoptional Replication condition. contextPathstringoptional Asset path (e.g., /Game/Path/Asset). controllerIdnumberoptional Controller ID for player input. REQUIRED for add_local_player. correctionThresholdnumberoptional Server correction threshold. ctrlbooleanoptional Require Ctrl for a legacy action mapping. customSerializationbooleanoptional Use custom serialization. dataTypestringoptional Network prediction data type. defaultPawnClassstringoptional Default pawn class for GameMode. dormancystringoptional Net dormancy mode. enablePredictionbooleanoptional Enable client-side prediction. enabledbooleanoptional Whether the item/feature is enabled. executeTravelbooleanoptional forceRespawnbooleanoptional friendlyFirebooleanoptional Enable friendly fire damage. functionNamestringoptional Name of the function. gameModeBlueprintstringoptional Path to GameMode blueprint to configure. gameStateClassstringoptional GameState class path. hudClassstringoptional HUD class path. interfaceTypestringoptional Type of session interface to use. REQUIRED for configure_session_interface. intermissionTimenumberoptional isAutonomousProxybooleanoptional Configure as autonomous proxy. keystringoptional localPlayerNumnumberoptional mapNamestringoptional Map to load for hosting. REQUIRED for host_lan_server. maxClientRatenumberoptional Max client rate. maxInternetClientRatenumberoptional Max internet client rate. maxPlayersnumberoptional maxRespawnsnumberoptional minNetUpdateFrequencynumberoptional Minimum update frequency when idle (Hz, default 2). modifierTypestringoptional mutedbooleanoptional Whether the item is muted. namestringoptional Name identifier. netCullDistanceSquarednumberoptional Network cull distance squared. netLoadOnClientbooleanoptional Net load on client for replication graph. netPrioritynumberoptional Network priority for bandwidth (default 1.0). netServerMaxTickRatenumberoptional Server max tick rate. netUpdateFrequencynumberoptional How often actor replicates (Hz, default 100). networkMaxSmoothUpdateDistancenumberoptional Max smooth update distance. networkNoSmoothUpdateDistancenumberoptional No smooth update distance. networkSmoothingModestringoptional Movement smoothing mode. numRoundsnumberoptional numTeamsnumberoptional onlyRelevantToOwnerbooleanoptional Only relevant to owner. ownerActorNamestringoptional Name of owner actor (null to clear). paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentClassstringoptional Path or name of the parent class. pathstringoptional Directory path for asset creation. pawnClassstringoptional Pawn class to use. playerControllerClassstringoptional PlayerController class path. playerIndexnumberoptional Local player index. REQUIRED for remove_local_player. playerNamestringoptional Player name for voice operations. REQUIRED for mute_player (or targetPlayerId). playerStateClassstringoptional PlayerState class path. predictionThresholdnumberoptional Prediction threshold for client prediction. prioritynumberoptional Priority for input mapping context (default: 0). propertyNamestringoptional Name of the property. pushToTalkEnabledbooleanoptional Enable push-to-talk mode. REQUIRED for configure_push_to_talk. pushToTalkKeystringoptional Key binding for push-to-talk. reliablebooleanoptional Whether the operation is reliable. repNotifyFuncstringoptional RepNotify function name. replicateMovementbooleanoptional Replicate movement. replicatedbooleanoptional Whether property should be replicated. replicationPolicystringoptional Replication policy for replication graph. respawnDelaynumberoptional respawnLivesnumberoptional respawnLocationstringoptional Where players respawn. rolestringoptional Net role. roundTimenumberoptional rpcTypestringoptional Type of RPC. savebooleanoptional Save the asset(s) after the operation. scalenumberoptional Legacy input axis scale. scorePerAssistnumberoptional Points awarded per assist. scorePerDeathnumberoptional scorePerKillnumberoptional Points awarded per kill. scorePerObjectivenumberoptional Points awarded per objective. serverAddressstringoptional Server IP address. REQUIRED for join_lan_server. serverNamestringoptional Display name for the server. serverPasswordstringoptional Server password for protected games. serverPortnumberoptional sessionNamestringoptional Name of the session. shiftbooleanoptional Require Shift for a legacy action mapping. smoothingRatenumberoptional Smoothing rate for corrections. spatiallyLoadedbooleanoptional Spatially loaded for replication graph. spawnSelectionMethodstringoptional How to select spawn points. spectatorClassstringoptional Spectator pawn class. spectatorViewModestringoptional Spectator view mode. splitScreenTypestringoptional Split-screen layout type. REQUIRED for set_split_screen_type. statesarrayoptional Match state definitions. structNamestringoptional Name of struct for custom serialization. systemWidebooleanoptional targetPlayerIdstringoptional Target player ID. REQUIRED for mute_player (or playerName). teamIndexnumberoptional Team index for PlayerStart. teamSizenumberoptional timeoutMsnumberoptional travelOptionsstringoptional Travel URL options string. triggerTypestringoptional useOwnerNetRelevancybooleanoptional Use owner relevancy. usePlayerStartsbooleanoptional Use PlayerStart actors. usePushModelbooleanoptional Use push-model replication. variableNamestringoptional Name of the variable. voiceEnabledbooleanoptional Enable/disable voice chat. REQUIRED for enable_voice_chat. voiceSettingsobjectoptional Voice processing settings. REQUIRED for configure_voice_settings. winScorenumberoptional withValidationbooleanoptional Enable 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.
Parameters Type Description actionstringPCG graph action to perform actorClassstringoptional actorNamestringoptional Name of the actor. assetPathstringoptional Asset path (e.g., /Game/Path/Asset). classPathstringoptional componentNamestringoptional Name of the component. componentPathstringoptional Component path/name for PCG execution. createComponentbooleanoptional forcebooleanoptional graphPathstringoptional PCG graph asset path (e.g., /Game/PCG/PCG_MyGraph). gridSizenumberoptional inputNamestringoptional Name of the pin. meshPathstringoptional Mesh asset path. namestringoptional Name identifier. nodeIdstringoptional ID of the node. nodeNamestringoptional Name of the node. nodeTypestringoptional PCG node type alias or UPCGSettings class path/name. outputNamestringoptional Name of the pin. overwritebooleanoptional Overwrite if the asset/file already exists. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentGraphPathstringoptional Parent PCG graph asset path for subgraph insertion. pathstringoptional Path to a directory. posXnumberoptional posYnumberoptional savebooleanoptional Save the asset(s) after the operation. scopestringoptional Partition grid target scope. settingsobjectoptional Node settings keyed by reflected PCG settings property name. settingsClassstringoptional UPCGSettings class path/name for the PCG node. sourceNodeIdstringoptional ID of the source node. sourcePinstringoptional Name of the source pin. subgraphPathstringoptional PCG subgraph asset path used by subgraph nodes. targetNodeIdstringoptional ID of the target node. targetPinstringoptional Name of the target pin. texturePathstringoptional Texture 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.
Parameters Type Description actionstringAction actorNamestringoptional Name of the actor. actorNamesarrayoptional classNamestringoptional destinationPathstringoptional Destination path for move/copy. endnumberoptional endFramenumberoptional framenumberoptional frameRatestringoptional lengthInFramesnumberoptional lockedbooleanoptional loopModestringoptional metadataobjectoptional mutedbooleanoptional namestringoptional Name identifier. newNamestringoptional New name for renaming. paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. pathstringoptional Asset path (e.g., /Game/Path/Asset). playbackEndnumberoptional playbackStartnumberoptional propertystringoptional Name 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.
Parameters Type Description 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. categorystringoptional Category name to enable/disable (core, world, gameplay, utility, all) paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. toolsarrayoptional Tool 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.
Parameters Type Description actionstringAction actorsarrayoptional argumentsstringoptional assetPathstringoptional Asset path (e.g., /Game/Path/Asset). boostPlayerLocationbooleanoptional categorystringoptional categoryNamestringoptional cellSizenumberoptional channelsstringoptional childClassstringoptional codestringoptional Python code to execute inline commandstringoptional configurationstringoptional detailedbooleanoptional durationnumberoptional enableBatchingbooleanoptional enableInstancingbooleanoptional enabledbooleanoptional Whether the item/feature is enabled. filestringoptional Path to .py file to execute filenamestringoptional filterstringoptional forceLODnumberoptional heightnumberoptional includeMetadatabooleanoptional keystringoptional levelnumberoptional lodBiasnumberoptional maxFPSnumberoptional mergeActorsbooleanoptional messagestringoptional metadataobjectoptional modestringoptional Screenshot 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. namestringoptional Name identifier. outputPathstringoptional Output file or directory path. packageNamestringoptional paramsobjectoptional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. parentNamestringoptional pathstringoptional Asset path (e.g., /Game/Path/Asset). pathsarrayoptional platformstringoptional poolSizenumberoptional profileTypestringoptional recursivebooleanoptional Perform the operation recursively. replaceSourceActorsbooleanoptional resolutionstringoptional Resolution setting (e.g., 1024x1024). returnBase64booleanoptional Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport screenshot modes. savePathstringoptional Path to save the asset. scalenumberoptional sectionstringoptional streamingDistancenumberoptional targetstringoptional textstringoptional typestringoptional valuestringoptional volumenumberoptional widgetIdstringoptional widgetPathstringoptional Widget 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>"
}
}
}
}
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