Spawn an actor from a class path (native or Blueprint), with optional name, location, rotation, or parent.
90 MCP tools
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Actors & components, the Blueprint authoring surface with a compile feedback loop, C++ source tooling, and viewport capture.
Actor & Component
Spawn, find, modify actors & components
Destroy an actor in the level.
Duplicate an existing actor.
Find actors in the level, with scoped reads via paths or a view query.
Write actor FProperty values, including the transform.
Attach an actor to a parent actor.
Add a component to an actor.
Destroy a component on an actor.
Read a component's serialized data.
Modify a component's properties.
List available UActorComponent classes (paginated).
Read any UObject by path.
Modify any UObject by path.
Blueprint
Classes, variables, functions, compile
Create a new Blueprint class from a parent UClass path.
Return a graph summary for LLM inspection — variables, components, functions, events, and the parent chain.
Add a component to a Blueprint via the Simple Construction Script.
Remove an SCS component from a Blueprint.
Add a typed member variable to a Blueprint.
Modify a member variable on a Blueprint.
Edit a CDO (class-default) property on a Blueprint.
Add a function stub to a Blueprint with entry and result nodes wired.
Add or bind an event stub (BeginPlay, Tick, input, …) on a Blueprint.
Compile the Blueprint and return a structured error and warning list — the AI feedback loop.
Instance the Blueprint into the current level.
Asset & Content
Content Browser · materials · import
Search the AssetRegistry by name, class, path, or tags.
Read an asset's data, with scoped reads supported.
Create a Content folder.
Copy an asset to a new path.
Move or rename an asset.
Delete an asset.
Rescan asset paths so newly added files are indexed.
Create a Material Instance from a parent material.
Set scalar, vector, or texture parameters on a material instance.
Read material graph and parameter info (the "shader" analog).
Import FBX or textures via an AssetImportTask.
Editor & Reflection
PIE · selection · console · UFunctions
Read editor application state, including Play-In-Editor status.
Start, stop, or pause Play-In-Editor.
Read the current editor selection.
Set the editor selection.
Read recent editor logs from the LogCollector ring buffer.
Clear the captured-log ring buffer.
Run a console command or set a CVar.
Discover callable UFunctions, returning invocation schemas.
Invoke a UFunction — static or instance, including CallInEditor functions.
Level / Map
Create, open, save, stream sublevels
Create a new level.
Open a level for editing.
Save the level, with save-as via an optional path.
Return an actor-tree snapshot of a level, with scoped reads.
List persistent and streaming sublevels (World-Partition aware, read-only).
Set the current/active level.
Unload a streaming sublevel.
Source / C++
Read, scaffold, edit & compile C++
Read a project C++ source file (sliced).
Scaffold a new C++ class — header and cpp from templates.
Edit a project C++ source file.
Delete a project C++ source file.
List module source files.
Compile project C++ — Live Coding when active, else UBT — with a structured error report.
Screenshot
Viewport · game view · camera renders
Capture the active editor viewport as a PNG.
Capture the PIE / game view as a PNG.
Render from a resolved camera actor via a USceneCaptureComponent2D.
Render an actor in isolation using a transient SceneCapture2D and show-only list.
Ping
Liveness probe across the MCP chain
Liveness probe — round-trips the plugin ⇄ sidecar ⇄ server chain.
Control Rig
Inspect Control Rig rigs, controls, bones
List every Control Rig blueprint (UControlRigBlueprint) asset in the project via the Asset Registry, without loading any. Optional content-path prefix filter.
Inspect a single Control Rig blueprint asset (read-only) and report its rig element hierarchy and per-type counts.
List the control elements of a Control Rig blueprint (read-only), each with its control type (Float, Transform, Bool, …).
List the bone elements of a Control Rig blueprint (read-only), each with its immediate parent bone.
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
List every Enhanced Input asset in the project (Asset Registry; no asset loaded): Input Actions and Mapping Contexts.
Inspect a single Enhanced Input asset (read-only): a UInputAction's value type, or a UInputMappingContext's key→action mappings.
Create a UInputAction asset (value type Boolean / Axis1D / Axis2D / Axis3D) at a content path.
Create a UInputMappingContext asset at a content path.
Add a key → action mapping to a UInputMappingContext.
Gameplay Abilities
Abilities, effects, attribute sets, grant
List every Gameplay Ability class (UGameplayAbility subclass — native C++ and Blueprint) via the Asset Registry, without loading any. Optional class-path prefix filter.
List every Gameplay Effect class (UGameplayEffect subclass — native and Blueprint) via the Asset Registry, without loading any.
List every Attribute Set class (UAttributeSet subclass — native and Blueprint) via the Asset Registry, without loading any.
Inspect a single Gameplay Ability class (read-only): ability/cancel/block tags, cost and cooldown Gameplay Effect classes, and instancing policy.
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
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.
Inspect a single Landscape actor by name (read-only): section layout, component count, landscape material, and paint layers.
List every Water body actor in the active editor world (read-only): its type (River / Lake / Ocean / Custom) and spline-point count.
Inspect a single Water body by name (read-only): type, spline-point count, water material, and owning water zone.
List every Water zone actor in the active editor world (read-only): world location and 2D zone extent.
Niagara
List/inspect systems · spawn components
List every Niagara system asset in the project (Asset Registry; no asset loaded).
Inspect a single Niagara system (read-only): emitter count plus per-emitter name and enabled flag.
Spawn a Niagara component for a system into the editor world at a location.
PCG
Procedural graphs · components · generate
List every PCG graph (UPCGGraph) asset in the project via the Asset Registry, without loading any. Optional content-path prefix filter.
Inspect a single PCG graph asset (read-only) and report its nodes.
Add a UPCGComponent to a named actor in the active editor world, optionally bound to a PCG graph asset.
Inspect the UPCGComponent on a named actor in the active editor world (read-only): its bound graph and generation state.
Trigger PCG generation (refresh) on the UPCGComponent of a named actor in the active editor world.