# Unreal Engine — MCP Tools Catalog

The complete catalog of the 90 MCP tools the Unreal Engine plugin exposes, grouped into 14 families. Actors & components, the Blueprint authoring surface with a compile feedback loop, C++ source tooling, and viewport capture.

_Last updated: 2026-06-17_

## Actor & Component — Spawn, find, modify actors & components

| Tool | Kind | Description |
| --- | --- | --- |
| actor-create | create | Spawn an actor from a class path (native or Blueprint), with optional name, location, rotation, or parent. |
| actor-destroy | destroy | Destroy an actor in the level. |
| actor-duplicate | create | Duplicate an existing actor. |
| actor-find | read | Find actors in the level, with scoped reads via paths or a view query. |
| actor-modify | write | Write actor FProperty values, including the transform. |
| actor-set-parent | write | Attach an actor to a parent actor. |
| actor-component-add | create | Add a component to an actor. |
| actor-component-destroy | destroy | Destroy a component on an actor. |
| actor-component-get | read | Read a component's serialized data. |
| actor-component-modify | write | Modify a component's properties. |
| actor-component-list-all | read | List available UActorComponent classes (paginated). |
| object-get-data | read | Read any UObject by path. |
| object-modify | write | Modify any UObject by path. |

## Blueprint — Classes, variables, functions, compile

| Tool | Kind | Description |
| --- | --- | --- |
| blueprint-create | create | Create a new Blueprint class from a parent UClass path. |
| blueprint-get | read | Return a graph summary for LLM inspection — variables, components, functions, events, and the parent chain. |
| blueprint-add-component | create | Add a component to a Blueprint via the Simple Construction Script. |
| blueprint-remove-component | destroy | Remove an SCS component from a Blueprint. |
| blueprint-add-variable | create | Add a typed member variable to a Blueprint. |
| blueprint-modify-variable | write | Modify a member variable on a Blueprint. |
| blueprint-set-default | write | Edit a CDO (class-default) property on a Blueprint. |
| blueprint-add-function | create | Add a function stub to a Blueprint with entry and result nodes wired. |
| blueprint-add-event | create | Add or bind an event stub (BeginPlay, Tick, input, …) on a Blueprint. |
| blueprint-compile | action | Compile the Blueprint and return a structured error and warning list — the AI feedback loop. |
| blueprint-spawn | create | Instance the Blueprint into the current level. |

## Asset & Content — Content Browser · materials · import

| Tool | Kind | Description |
| --- | --- | --- |
| asset-find | read | Search the AssetRegistry by name, class, path, or tags. |
| asset-get-data | read | Read an asset's data, with scoped reads supported. |
| asset-create-folder | create | Create a Content folder. |
| asset-copy | create | Copy an asset to a new path. |
| asset-move | write | Move or rename an asset. |
| asset-delete | destroy | Delete an asset. |
| asset-refresh | action | Rescan asset paths so newly added files are indexed. |
| asset-material-create | create | Create a Material Instance from a parent material. |
| asset-material-modify | write | Set scalar, vector, or texture parameters on a material instance. |
| asset-material-get-data | read | Read material graph and parameter info (the "shader" analog). |
| asset-import | create | Import FBX or textures via an AssetImportTask. |

## Editor & Reflection — PIE · selection · console · UFunctions

| Tool | Kind | Description |
| --- | --- | --- |
| editor-application-get-state | read | Read editor application state, including Play-In-Editor status. |
| editor-application-set-state | action | Start, stop, or pause Play-In-Editor. |
| editor-selection-get | read | Read the current editor selection. |
| editor-selection-set | write | Set the editor selection. |
| console-get-logs | read | Read recent editor logs from the LogCollector ring buffer. |
| console-clear-logs | action | Clear the captured-log ring buffer. |
| console-run-command | action | Run a console command or set a CVar. |
| reflection-method-find | read | Discover callable UFunctions, returning invocation schemas. |
| reflection-method-call | action | Invoke a UFunction — static or instance, including CallInEditor functions. |

## Level / Map — Create, open, save, stream sublevels

| Tool | Kind | Description |
| --- | --- | --- |
| level-create | create | Create a new level. |
| level-open | action | Open a level for editing. |
| level-save | action | Save the level, with save-as via an optional path. |
| level-get-data | read | Return an actor-tree snapshot of a level, with scoped reads. |
| level-list-loaded | read | List persistent and streaming sublevels (World-Partition aware, read-only). |
| level-set-current | action | Set the current/active level. |
| level-unload-sublevel | destroy | Unload a streaming sublevel. |

## Source / C++ — Read, scaffold, edit & compile C++

| Tool | Kind | Description |
| --- | --- | --- |
| source-read | read | Read a project C++ source file (sliced). |
| source-create-class | create | Scaffold a new C++ class — header and cpp from templates. |
| source-update | write | Edit a project C++ source file. |
| source-delete | destroy | Delete a project C++ source file. |
| source-list | read | List module source files. |
| source-compile | action | Compile project C++ — Live Coding when active, else UBT — with a structured error report. |

## Screenshot — Viewport · game view · camera renders

| Tool | Kind | Description |
| --- | --- | --- |
| screenshot-viewport | action | Capture the active editor viewport as a PNG. |
| screenshot-game-view | action | Capture the PIE / game view as a PNG. |
| screenshot-camera | action | Render from a resolved camera actor via a USceneCaptureComponent2D. |
| screenshot-isolated | action | Render an actor in isolation using a transient SceneCapture2D and show-only list. |

## Ping — Liveness probe across the MCP chain

| Tool | Kind | Description |
| --- | --- | --- |
| ping | action | Liveness probe — round-trips the plugin ⇄ sidecar ⇄ server chain. |

## Control Rig — Inspect Control Rig rigs, controls, bones

| Tool | Kind | Description |
| --- | --- | --- |
| control-rig-list | read | List every Control Rig blueprint (UControlRigBlueprint) asset in the project via the Asset Registry, without loading any. Optional content-path prefix filter. |
| control-rig-get | read | Inspect a single Control Rig blueprint asset (read-only) and report its rig element hierarchy and per-type counts. |
| control-rig-list-controls | read | List the control elements of a Control Rig blueprint (read-only), each with its control type (Float, Transform, Bool, …). |
| control-rig-list-bones | read | List the bone elements of a Control Rig blueprint (read-only), each with its immediate parent bone. |
| control-rig-get-component | read | Inspect the Control Rig component of an actor in the active editor world (read-only), looked up by its label. |

## Enhanced Input — Author Input Actions & Mapping Contexts

| Tool | Kind | Description |
| --- | --- | --- |
| enhanced-input-list | read | List every Enhanced Input asset in the project (Asset Registry; no asset loaded): Input Actions and Mapping Contexts. |
| enhanced-input-get | read | Inspect a single Enhanced Input asset (read-only): a UInputAction's value type, or a UInputMappingContext's key→action mappings. |
| enhanced-input-action-create | create | Create a UInputAction asset (value type Boolean / Axis1D / Axis2D / Axis3D) at a content path. |
| enhanced-input-context-create | create | Create a UInputMappingContext asset at a content path. |
| enhanced-input-add-mapping | write | Add a key → action mapping to a UInputMappingContext. |

## Gameplay Abilities — Abilities, effects, attribute sets, grant

| Tool | Kind | Description |
| --- | --- | --- |
| gas-list-abilities | read | List every Gameplay Ability class (UGameplayAbility subclass — native C++ and Blueprint) via the Asset Registry, without loading any. Optional class-path prefix filter. |
| gas-list-effects | read | List every Gameplay Effect class (UGameplayEffect subclass — native and Blueprint) via the Asset Registry, without loading any. |
| gas-list-attribute-sets | read | List every Attribute Set class (UAttributeSet subclass — native and Blueprint) via the Asset Registry, without loading any. |
| gas-inspect-ability | read | Inspect a single Gameplay Ability class (read-only): ability/cancel/block tags, cost and cooldown Gameplay Effect classes, and instancing policy. |
| gas-grant-ability | action | Grant a Gameplay Ability to a named actor's AbilitySystemComponent in the active editor world (the actor must already own one). |

## Landscape & Water — Inspect landscapes, water bodies & zones

| Tool | Kind | Description |
| --- | --- | --- |
| landscape-list-actors | read | List every Landscape actor / proxy in the active editor world (read-only): class, whether it is the primary ALandscape vs a streaming proxy, and component count. |
| landscape-get-actor | read | Inspect a single Landscape actor by name (read-only): section layout, component count, landscape material, and paint layers. |
| landscape-list-water-bodies | read | List every Water body actor in the active editor world (read-only): its type (River / Lake / Ocean / Custom) and spline-point count. |
| landscape-get-water-body | read | Inspect a single Water body by name (read-only): type, spline-point count, water material, and owning water zone. |
| landscape-list-water-zones | read | List every Water zone actor in the active editor world (read-only): world location and 2D zone extent. |

## Niagara — List/inspect systems · spawn components

| Tool | Kind | Description |
| --- | --- | --- |
| niagara-list-systems | read | List every Niagara system asset in the project (Asset Registry; no asset loaded). |
| niagara-get-system | read | Inspect a single Niagara system (read-only): emitter count plus per-emitter name and enabled flag. |
| niagara-spawn-component | create | Spawn a Niagara component for a system into the editor world at a location. |

## PCG — Procedural graphs · components · generate

| Tool | Kind | Description |
| --- | --- | --- |
| pcg-list-graphs | read | List every PCG graph (UPCGGraph) asset in the project via the Asset Registry, without loading any. Optional content-path prefix filter. |
| pcg-get-graph | read | Inspect a single PCG graph asset (read-only) and report its nodes. |
| pcg-add-component | create | Add a UPCGComponent to a named actor in the active editor world, optionally bound to a PCG graph asset. |
| pcg-get-component | read | Inspect the UPCGComponent on a named actor in the active editor world (read-only): its bound graph and generation state. |
| pcg-generate | action | Trigger PCG generation (refresh) on the UPCGComponent of a named actor in the active editor world. |

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Source (HTML): https://ai-game.dev/docs/tools/unreal
