Docs · Tools · Unreal Engine

90 MCP tools
for Unreal Engine, ready for your AI agent.

Actors & components, the Blueprint authoring surface with a compile feedback loop, C++ source tooling, and viewport capture.

90
Action
Family

Actor & Component

Spawn, find, modify actors & components

13

Spawn an actor from a class path (native or Blueprint), with optional name, location, rotation, or parent.

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

11

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

11

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

9

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

7

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++

6

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

4

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

1

Liveness probe — round-trips the plugin ⇄ sidecar ⇄ server chain.

Control Rig

Inspect Control Rig rigs, controls, bones

5

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

5

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

5

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

5

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

3

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

5

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.