LabStore
← All labs

Unreal Engine

by docker ✓ verified ✓ Packaged by Docker

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.

MCP server installable needs setup network: on runtime: sysbox

Games MCP Servers

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

Attribute Details
Docker Image mcp/unreal-engine-mcp-server
Author ChiR24
Repository https://github.com/ChiR24/Unreal_mcp

Image Building Info

Attribute Details
Dockerfile https://github.com/ChiR24/Unreal_mcp/blob/8645bb8330b3b9ecbec78428d2621e4ddf274340/Dockerfile
Commit 8645bb8330b3b9ecbec78428d2621e4ddf274340
Docker Image built by Docker Inc.
Docker Scout Health Score Docker Scout Health Score
Verify Signature COSIGN_REPOSITORY=mcp/signatures cosign verify mcp/unreal-engine-mcp-server --key https://raw.githubusercontent.com/docker/keyring/refs/heads/main/public/mcp/latest.pub
Licence MIT License

Available Tools (23)

Tools provided by this Server Short Description
animation_physics Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles.
build_environment Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration.
control_actor Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors.
control_editor Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input.
inspect Inspect any UObject: read/write properties, list components, export snapshots, and query class info.
manage_ai Build AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding.
manage_asset Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis.
manage_audio Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds.
manage_blueprint Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts.
manage_character Create Character Blueprints with movement, locomotion, and animation state machines.
manage_combat Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block).
manage_effect Niagara particle systems, VFX, debug shapes, and GPU simulations.
manage_gas Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems.
manage_geometry Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation.
manage_interaction Create interactive objects: doors, switches, chests, levers.
manage_inventory Create item data assets, inventory components, world pickups, loot tables, and crafting recipes.
manage_level Load/save levels, configure streaming, and build lighting.
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.
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.
manage_pcg Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size.
manage_sequence Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera.
manage_tools Dynamic MCP tool management.
system_control Control 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
action string Action
actorName string optional Name of the actor.
additiveAnimType string optional
angularDamping number optional
animationPath string optional Asset path (e.g., /Game/Path/Asset).
artifacts array optional
assetPath string optional Asset path (e.g., /Game/Path/Asset).
assets array optional
assignToMesh boolean optional
attachBoneName string optional Name of the bone.
axis string optional
axisName string optional
basePoseFrame number optional
basePoseType string optional
blendTime number optional
blendType string optional
blueprintPath string optional Blueprint asset path.
bodyA string optional
bodyB string optional
bodyType string optional
boneName string optional Name of the bone.
boneTracks array optional
cacheName string optional
center object optional 3D location (x, y, z).
collisionEnabled boolean optional
compileReferencers boolean optional 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.
constraintName string optional
curveName string optional
deltas array optional
dragCoefficient number optional
enableRootMotion boolean optional
endFrame number optional
forceRootLock boolean optional
frame number optional
frameRate number optional
fromSection string optional
fromState string optional
interpolationType string optional
layerSetup array optional
length number optional
limits object optional
linearDamping number optional
location object optional 3D location (x, y, z).
lodIndex number optional
machineName string optional
markerName string optional
mass number optional
maxValue number optional
minValue number optional
montagePath string optional Asset path (e.g., /Game/Path/Asset).
morphTargetName string optional
morphTargetPath string optional Asset path (e.g., /Game/Path/Asset).
name string optional Name identifier.
newBoneName string optional Name of the bone.
nodeName string optional Name of the node.
notifyName string optional
numFrames number optional
outputPath string optional Output file or directory path.
overwrite boolean optional Overwrite if the asset/file already exists.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentBoneName string optional Name of the bone.
parentClass string optional
path string optional Directory path for asset creation.
physicsAssetName string optional
physicsAssetPath string optional Path to physics asset.
pitch number optional
playRate number optional
profileName string optional
propertyName string optional Name of the property.
radius number optional
rebuildBlendParameters boolean optional force_rebuild_blend_space: also trigger PostEditChangeProperty for the BlendParameters UPROPERTY (axis min/max changed). Default false.
relativeLocation object optional 3D location (x, y, z).
relativeRotation object optional 3D rotation (pitch, yaw, roll).
relativeScale object optional 3D scale (x, y, z).
removeChildren boolean optional
rootBoneName string optional Name of the bone.
rootMotionRootLock string optional
rotation object optional 3D rotation (pitch, yaw, roll).
sampleValue number optional
save boolean optional Save the asset(s) after the operation.
savePath string optional Path to save the asset.
scale object optional 3D scale (x, y, z).
sectionName string optional
simulatePhysics boolean optional
skeletalMeshPath string optional Skeletal mesh path.
skeletonPath string optional Asset path (e.g., /Game/Path/Asset).
slotName string optional
socketName string optional Name of the socket.
sourceBoneName string optional Name of the bone.
sourceChain string optional
sourceIKRigPath string optional Asset path (e.g., /Game/Path/Asset).
sourceMeshPath string optional Mesh asset path.
sourceSkeleton string optional Asset path (e.g., /Game/Path/Asset).
startFrame number optional
startTime number optional
stateMachineName string optional
stateName string optional
suffix string optional
targetBoneName string optional Name of the bone.
targetChain string optional
targetIKRigPath string optional Asset path (e.g., /Game/Path/Asset).
targetMeshPath string optional Mesh asset path.
targetSkeleton string optional Asset path (e.g., /Game/Path/Asset).
threshold number optional
time number optional
toSection string optional
toState string optional
trackIndex number optional
value string optional Generic value (any type).
vehicleType string optional
weights array optional
yaw number optional

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
action string Action
actorName string optional Name of the actor.
actorPath string optional
alignToNormal boolean optional
alignToSpline boolean optional
amplitude number optional
arriveTangent object optional 3D location (x, y, z).
assetPaths array optional
assets array optional
azimuth number optional
bClosedLoop boolean optional
blueprintPath string optional Blueprint asset path.
bounds object optional
collisionEnabled boolean optional
compensationValue number optional
componentCount object optional 2D vector.
componentName string optional Name of the component.
count number optional
cubemapPath string optional Asset path (e.g., /Game/Path/Asset).
cullDistance number optional
curvePath string optional Asset path (e.g., /Game/Path/Asset).
density number optional
direction object optional 3D rotation (pitch, yaw, roll).
elevation number optional
enabled boolean optional Whether the item/feature is enabled.
falloff number optional
filename string optional
foliageType string optional
foliageTypePath string optional Asset path (e.g., /Game/Path/Asset).
foliageTypes array optional
forwardAxis string optional
hardness number optional
heightData array optional
heightScale number optional
heightmapPath string optional
hour number optional
initialPoints array optional
intensity number optional
landscapeActorPath string optional
landscapeName string optional
landscapePath string optional Asset path (e.g., /Game/Path/Asset).
layerInfoPath string optional Asset path (e.g., /Game/Path/Asset).
layerName string optional
leaveTangent object optional 3D location (x, y, z).
lightType string optional
location object optional 3D location (x, y, z).
locations array optional
material string optional Material asset path.
materialIndex number optional
materialPath string optional Material asset path.
maxBrightness number optional
maxScale number optional
maxX number optional
maxY number optional
meshPath string optional Mesh asset path.
method string optional
minBrightness number optional
minScale number optional
minX number optional
minY number optional
name string optional Name identifier.
names array optional
noWeightBlend boolean optional
numLODs number optional
operation string optional
outputPath string optional
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
particleSystemPath string optional Asset path (e.g., /Game/Path/Asset).
path string optional Path to a directory.
physicalMaterialPath string optional Asset path (e.g., /Game/Path/Asset).
pointIndex number optional
pointRotation object optional 3D rotation (pitch, yaw, roll).
pointScale object optional 3D scale (x, y, z).
pointType string optional
points array optional
position object optional 3D location (x, y, z).
propertyName string optional Name of the property.
propertyValue string optional Generic value (any type).
quadsPerSection number optional
quality string optional
radius number optional
randomOffsetRange number optional
randomYaw boolean optional
randomizeRotation boolean optional
randomizeScale boolean optional
region object optional
removeAll boolean optional
rotation object optional 3D rotation (pitch, yaw, roll).
rotationRange object optional 3D rotation (pitch, yaw, roll).
save boolean optional Save the asset(s) after the operation.
sectionSize number optional
sectionsPerComponent number optional
seed number optional
settings object optional
sizeX number optional
sizeY number optional
skipFlush boolean optional
skyLightIntensity number optional
spacing number optional
speed number optional
splineType string optional
staticMesh string optional Mesh asset path.
steepness number optional
strength number optional
subdivisions number optional
targetActor string optional Name of the actor.
tileSize number optional
time number optional
timeoutMs number optional
tool string optional
transforms array optional
updateNormals boolean optional
useRandomOffset boolean optional
volumeName string optional
waterBodyName string optional Name of the actor.
waveHeight number optional
waveLength number optional
width number optional

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
action string Action
actorClass string optional
actorName string optional Name of the actor.
actorNames array optional
allComponents boolean optional
arguments string optional Generic value (any type).
blueprintPath string optional Blueprint asset path.
childActor string optional Name of the child actor (for attach/detach operations).
className string optional
classPath string optional Asset path (e.g., /Game/Path/Asset).
collisionEnabled boolean optional
componentName string optional Name of the component.
componentType string optional
filter string optional
force object optional 3D vector.
functionName string optional Name of the function.
limit number optional
location object optional 3D location (x, y, z).
materialIndex integer optional
materialPath string optional Material asset path.
materialSlot integer optional
meshPath string optional Mesh asset path.
name string optional Name identifier.
newName string optional New name for renaming.
offset object optional 3D location (x, y, z).
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentActor string optional Name of the parent actor (for attach operations).
properties object optional
propertyName string optional Name of the property.
rotation object optional 3D rotation (pitch, yaw, roll).
scale object optional 3D scale (x, y, z).
snapshotName string optional
tag string optional Name of the tag.
value string optional Generic value (any type).
variables object optional
visible boolean optional 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
action string Editor action
actorName string optional Name of the actor.
assetPath string optional Asset path (e.g., /Game/Path/Asset).
blendTime number optional
bookmarkName string optional
button string optional
category string optional
command string optional
deltaTime number optional
enabled boolean optional Whether the item/feature is enabled.
filename string optional
fov number optional
height number optional
id string optional
includeMetadata boolean optional
inputAction string optional
inputType string optional
key string optional
levelPath string optional Level asset path.
location object optional 3D location (x, y, z).
metadata object optional
mode string optional Editor mode for set_editor_mode, or screenshot source: editor_viewport, game_viewport, full_editor_window.
name string optional Name identifier.
objectPath string optional
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
path string optional Path to a directory.
preferences object optional
realtime boolean optional
resolution string optional Resolution setting (e.g., 1024x1024).
returnBase64 boolean optional Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport modes.
rotation object optional 3D rotation (pitch, yaw, roll).
speed number optional
stat string optional
steps integer optional
type string optional
viewMode string optional
width number optional
x number optional
y number optional

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
action string Action
actorName string optional Name of the actor.
blueprintPath string optional Blueprint asset path.
className string optional
classPath string optional Asset path (e.g., /Game/Path/Asset).
componentName string optional Name of the component.
componentNames array optional
detailed boolean optional
filter string optional
name string optional Name identifier.
objectPath string optional Asset path (e.g., /Game/Path/Asset).
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
propertyName string optional Name of the property.
propertyNames array optional
propertyPath string optional
snapshotName string optional
tag string optional Name of the tag.
value string optional 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
action string AI action to perform
actorName string optional Name of the actor.
agentHeight number optional Navigation agent height (default: 144).
agentMaxSlope number optional Maximum slope angle in degrees (default: 44).
agentRadius number optional Navigation agent radius (default: 35).
agentStepHeight number optional Maximum step height agent can climb (default: 35).
areaClass string optional Navigation area class path.
areaCost number optional Pathfinding cost multiplier for area (1.0 = normal).
assetPath string optional Asset path (e.g., /Game/Path/Asset).
bCreateBoxObstacle boolean optional Add box obstacle during nav generation.
baseObjectClass string optional
behaviorTreePath string optional Path to behavior tree asset.
blackboardPath string optional Path to blackboard asset.
blueprintPath string optional Blueprint asset path.
broadcastInterval number optional Interval for state change broadcast (0 = single).
broadcastRadius number optional Radius for state change broadcast.
cellHeight number optional NavMesh cell height (default: 10).
cellSize number optional NavMesh cell size (default: 19).
childNodeId string optional ID of the node.
comment string optional
componentName string optional Name of the component.
compositeType string optional Composite node type.
configPath string optional Path to config asset.
contextType string optional EQS context type.
controllerPath string optional Path to controller blueprint.
damageConfig object optional AI damage sense configuration.
decoratorType string optional Decorator node type.
definitionPath string optional Path to definition asset.
direction string optional Link traversal direction.
disabledAreaClass string optional Area class when smart link is disabled.
dominantSense string optional Dominant sense for perception prioritization.
enableDamage boolean optional
enableHearing boolean optional
enableSight boolean optional
enabled boolean optional
enabledAreaClass string optional Area class when smart link is enabled.
endPoint object optional End point of navigation link (relative to actor).
failsafeExtent object optional Failsafe extent for nav modifier when actor has no collision.
focusActorName string optional Name of the actor.
fromState string optional Source state name.
generatorSettings object optional Generator-specific settings.
generatorType string optional EQS generator type.
hearingConfig object optional AI hearing sense configuration.
hearingRange number optional
isInstanceSynced boolean optional Sync key across instances.
keyName string optional Name of the key.
keyType string optional Blackboard key data type.
linkEnabled boolean optional Whether the link is enabled.
linkType string optional Type of navigation link.
location object optional World location for nav link proxy.
loseSightRadius number optional
maxSimplificationError number optional Edge simplification error.
mergeRegionSize number optional Region merge threshold.
minRegionArea number optional Minimum region area to keep.
name string optional Name identifier.
nodeClass string optional Node class path.
nodeId string optional ID of the node.
nodeType string optional
obstacleAreaClass string optional Area class for box obstacle.
obstacleExtent object optional Extent of simple box obstacle.
obstacleOffset object optional Offset of simple box obstacle.
offset object optional 3D vector.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentNodeId string optional ID of the node.
parentStateName string optional
path string optional Directory path for asset creation.
peripheralVisionAngle number optional
properties object optional
queryPath string optional Path to EQS query asset.
rotation object optional Rotation for nav link proxy.
save boolean optional Save the asset(s) after the operation.
savePath string optional Path to save the asset.
serviceType string optional Service node type.
sightConfig object optional AI sight sense configuration.
sightRadius number optional
slotIndex number optional Index of slot to configure.
snapRadius number optional Snap radius for link endpoints (default: 30).
spawnCount number optional
startPoint object optional Start point of navigation link (relative to actor).
stateName string optional Name of the state.
stateTreePath string optional Path to State Tree asset.
stateType string optional
subnodeType string optional Behavior Tree subnode kind for add_subnode.
taskType string optional Task node type.
teamId number optional Team ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.).
testIndex number optional Index of test to configure.
testSettings object optional Test scoring and filter settings.
testType string optional EQS test type.
tileSizeUU number optional NavMesh tile size in UU (default: 1000).
toState string optional Target state name.
triggerType string optional
value string optional Generic value (any type).
x number optional
y number optional

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
action string Action to perform
additionalOutputs array optional
amount number optional
assetPath string optional Asset path (e.g., /Game/Path/Asset).
assetPaths array optional
baseTexture string optional Texture asset path.
blendMode string optional
blendTexture string optional Texture asset path.
blendType string optional
blueTexture string optional Texture asset path.
channel string optional
checkoutFiles boolean optional
classNames array optional
code string optional
compressionSettings string optional
constA number optional
constB number optional
coordinateIndex number optional
curvePoints array optional
defaultValue string optional Generic value (any type).
depth number optional
description string optional
destinationPath string optional Destination path for move/copy.
direction string optional
directory string optional Path to a directory.
directoryPath string optional Path to a directory.
domain string optional
downstream boolean optional
endPin string optional Name of the pin.
filterMethod string optional
fixupRedirectors boolean optional
folderPath string optional Path to a directory.
force boolean optional
format string optional
functionPath string optional Asset path (e.g., /Game/Path/Asset).
gamma number optional
greenTexture string optional Texture asset path.
group string optional
height number optional
inBlack number optional
inWhite number optional
inputName string optional Name of the pin.
inputType string optional
inputs array optional
instancePath string optional Asset path (e.g., /Game/Path/Asset).
layerName string optional
layers array optional
levels number optional
limit number optional
lodBias number optional
lodCount number optional
materialDomain string optional
materialPath string optional Material asset path.
maxDepth number optional
meshPath string optional Mesh asset path.
metadata object optional
name string optional Name identifier.
neverStream boolean optional
newHeight number optional
newName string optional New name for renaming.
newWidth number optional
nodeId string optional ID of the node.
nodeIds array optional
nodeType string optional
octaves number optional
offset number optional
opacity number optional
operation string optional
orphansOnly boolean optional
outputType string optional
overwrite boolean optional Overwrite if the asset/file already exists.
packagePaths array optional
parameterName string optional Name of the parameter.
parameterType string optional
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentMaterial string optional Material asset path.
path string optional Path to a directory.
paths array optional
pattern string optional
pinName string optional Name of the pin.
posX number optional
posY number optional
prefix string optional
radius number optional
recursive boolean optional
recursiveClasses boolean optional
recursivePaths boolean optional
redTexture string optional Texture asset path.
replaceText string optional
replacement string optional
reportType string optional
samples number optional
save boolean optional Save the asset(s) after the operation.
scale number optional
searchText string optional
shadingModel string optional
showConfirmation boolean optional
sourceNodeId string optional ID of the source node.
sourcePath string optional Source path for import/move/copy.
sourcePin string optional Name of the source pin.
sourceTexture string optional Texture asset path.
speed number optional
speedX number optional
speedY number optional
startNodeId string optional ID of the node.
streamingPriority number optional
strength number optional
suffix string optional
tag string optional Name of the tag.
tags array optional
targetNodeId string optional ID of the target node.
targetPin string optional Name of the target pin.
textureGroup string optional
texturePath string optional Texture asset path.
twoSided boolean optional
type string optional
uTiling number optional
vTiling number optional
value string optional Generic value (any type).
virtualTextureStreaming boolean optional
width number optional
x number optional
y number optional

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
action string Action
actorName string optional Name of the actor.
analysisType string optional
assetPath string optional Asset path (e.g., /Game/Path/Asset).
attachPointName string optional Name of the socket.
attenuationPath string optional Asset path (e.g., /Game/Path/Asset).
attenuationShape string optional
componentName string optional Name of the component.
concurrencyPath string optional Asset path (e.g., /Game/Path/Asset).
defaultValue string optional Generic value (any type).
dopplerIntensity number optional
effectType string optional
enable boolean optional
enableReverbSend boolean optional
enabled boolean optional Whether the item/feature is enabled.
fadeInTime number optional
fadeOutTime number optional
fadeTime number optional
fadeType string optional
falloffDistance number optional
falloffMode string optional
innerRadius number optional
inputName string optional Name of the input.
inputType string optional
location object optional 3D location (x, y, z).
looping boolean optional Whether to loop.
lowPassFilterFrequency number optional
mixName string optional
name string optional Name identifier.
nodeType string optional
occlusionFilterScale number optional
occlusionInterpolationTime number optional
occlusionVolumeScale number optional
outputName string optional Name of the output.
outputType string optional
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClass string optional
path string optional Directory path for asset creation.
pitch number optional
properties object optional
reverbDistanceMax number optional
reverbDistanceMin number optional
reverbEffect string optional
reverbWetLevelMax number optional
reverbWetLevelMin number optional
rotation object optional 3D rotation (pitch, yaw, roll).
save boolean optional Save the asset(s) after the operation.
size object optional 3D scale (x, y, z).
soundClassName string optional
soundClassPath string optional Sound class path.
soundName string optional
soundPath string optional Sound asset path.
sourceNode string optional Source node name.
sourceNodeId string optional ID of the source node.
sourceOutputName string optional
sourcePin string optional Name of the source pin.
spatialization string optional
speakerPath string optional Asset path (e.g., /Game/Path/Asset).
startTime number optional
targetInputName string optional
targetNode string optional Target node name.
targetNodeId string optional ID of the target node.
targetPin string optional Name of the target pin.
targetVolume number optional
velocityScale number optional
volume number optional
volumeAdjuster number optional
wavePath string optional Path to SoundWave asset.
windowSize number optional

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
action string Blueprint action
actionPath string optional Asset path (e.g., /Game/Path/Asset).
alignment object optional Widget alignment (0-1).
alwaysShowScrollbar boolean optional Always show scrollbar.
anchorMax object optional Maximum anchor point (0-1).
anchorMin object optional Minimum anchor point (0-1).
angle number optional Angle in degrees.
animationName string optional Animation name.
applyAndSave boolean optional
attachTo string optional
autoWrap boolean optional Enable text auto-wrap.
bindingSource string optional Variable or function name to bind to.
blueprintPath string optional Blueprint asset path.
blueprintType string optional Path or name of the parent class.
brushColor object optional Border brush color.
brushSize object optional Brush/image size.
category string optional
clipping string optional Widget clipping mode.
colorAndOpacity object optional Color and opacity (0-1 values).
columnCount number optional Number of columns.
componentClass string optional
componentName string optional Name of the component.
componentType string optional
customEventName string optional Name of the event.
defaultValue string optional Generic value (any type).
delta number optional Spinbox increment.
duration number optional
eventName string optional Name of the event.
eventType string optional
explicitWrapWidth boolean optional Use explicit wrap width.
fadeTime number optional Fade time in seconds.
fillColorAndOpacity object optional Fill color for progress bar.
folder string optional Path to a directory.
fontSize number optional Font size.
fromNodeId string optional ID of the source node.
fromPinName string optional Name of the source pin.
functionName string optional Name of the function.
graphName string optional Name of the graph.
gridSize object optional Inventory grid size.
height number optional
heightOverride number optional Height override for size box.
hintText string optional Placeholder hint text.
includeProgressBar boolean optional Include progress bar.
innerSlotPadding object optional Inner wrap box slot padding.
inputActionAssetPath string optional Asset path (e.g., /Game/Path/Asset).
inputActionPath string optional Asset path (e.g., /Game/Path/Asset).
inputAxisName string optional
inputType string optional Text input type.
inputs array optional
interpolation string optional Keyframe interpolation.
isChecked boolean optional Checkbox checked state.
isEnabled boolean optional Widget enabled state.
isMarquee boolean optional Progress bar marquee mode.
isPublic boolean optional
isReplicated boolean optional
linkedTo string optional
location array optional
loopCount number optional Number of loops (-1 for infinite).
materialPath string optional Material asset path.
maxValue number optional Maximum value.
maxVisibleObjectives number optional Maximum visible objectives.
memberClass string optional
memberName string optional
meshPath string optional Mesh asset path.
metadata object optional
minDesiredHeight number optional Minimum desired height.
minDesiredSlotHeight number optional Minimum slot height.
minDesiredSlotWidth number optional Minimum slot width.
minDesiredWidth number optional Minimum desired width.
minValue number optional Minimum value.
name string optional Name identifier.
newName string optional New name for renaming.
newParent string optional
nodeGuid string optional
nodeId string optional ID of the node.
nodeName string optional Name of the node.
nodeType string optional
oldName string optional
onHoveredFunction string optional Function to call on hover.
onUnhoveredFunction string optional Function to call on unhover.
operations array optional
options array optional Combo box options.
orientation string optional Widget orientation.
outputs array optional
padding object optional Widget slot padding.
parameters array optional
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClass string optional Path or name of the parent class.
parentComponent string optional
parentName string optional
parentSlot string optional Parent slot to add widget to.
path string optional Directory path for asset creation.
percent number optional Progress bar percentage (0-1).
pinName string optional Name of the pin.
playMode string optional Animation play mode.
posX number optional
posY number optional
position object optional 3D location (x, y, z).
preset string optional
previewSize string optional Preview resolution preset.
promptFormat string optional Interaction prompt format.
properties object optional
propertyName string optional Name of the property.
propertyValue string optional Generic value (any type).
rotation array optional
rowCount number optional Number of rows.
saveAfterCompile boolean optional
savePath string optional Path to save the asset.
scale array optional
scrollBarVisibility string optional Scroll bar visibility.
segmentCount number optional Number of radial segments.
selectedOption string optional Selected combo box option.
settingsType string optional Settings menu type.
shear object optional Render shear.
showSpeakerName boolean optional Show speaker name.
size number optional
slotName string optional Name of the slot.
slotPadding object optional Padding between uniform grid slots.
sourceNode string optional
sourcePin string optional Name of the source pin.
stepSize number optional Value step size.
stretch string optional Scale box stretch mode.
stretchDirection string optional Scale box stretch direction.
targetClass string optional
targetNode string optional
targetPin string optional Name of the target pin.
text string optional Text content.
texturePath string optional Texture asset path.
time number optional Keyframe time.
timeoutMs number optional
title string optional
toNodeId string optional ID of the target node.
toPinName string optional Name of the target pin.
trackType string optional Animation track type.
translation object optional Render translation.
userSpecifiedScale number optional User specified scale value.
value string optional Generic value (any type).
variableName string optional Name of the variable.
variableType string optional Variable type (e.g., Boolean, Float, Integer, Vector, String, Object)
visibility string optional Widget visibility state.
widgetPath string optional Widget blueprint path.
width number optional
widthOverride number optional Width override for size box.
wrapWidth number optional Wrap width for wrap box.
x number optional
y number optional
zOrder number optional 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
action string Character action to perform.
acceleration number optional
airControl number optional
animBlueprintPath string optional Path to animation blueprint.
avoidanceEnabled boolean optional Enable AI avoidance.
blueprintPath string optional Blueprint asset path.
brakingDeceleration number optional
cameraUsePawnControlRotation boolean optional Camera follows controller rotation.
canCrouch boolean optional
capsuleHalfHeight number optional
capsuleRadius number optional
climbSpeed number optional
climbableTag string optional Tag for climbable surfaces.
crouchSpeed number optional
crouchedHalfHeight number optional
customSpeed number optional
deceleration number optional
fallingLateralFriction number optional Air friction.
flySpeed number optional
footstepEnabled boolean optional Enable footstep system.
footstepSocketLeft string optional Left foot socket name.
footstepSocketRight string optional Right foot socket name.
footstepTraceDistance number optional Ground trace distance.
grappleRange number optional Maximum grapple distance.
grappleSpeed number optional Grapple pull speed.
grappleTargetTag string optional Tag for grapple targets.
gravityScale number optional
groundFriction number optional
jumpHeight number optional
jumpHoldTime number optional Max hold time for variable jump.
mantleHeight number optional Maximum mantle height.
mantleReachDistance number optional Forward reach for mantle check.
maxJumpCount number optional
meshOffset object optional Mesh location offset.
meshRotation object optional Mesh rotation offset.
modeId number optional Custom movement mode ID.
modeName string optional Name for custom movement mode.
name string optional Name of the asset to create.
navAgentHeight number optional
navAgentRadius number optional
orientToMovement boolean optional Orient rotation to movement direction.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClass string optional Parent class for character blueprint.
particleScale number optional
path string optional Directory path for asset creation.
rotationRate number optional
runSpeed number optional
skeletalMeshPath string optional Skeletal mesh path.
slideCooldown number optional
slideDuration number optional
slideSpeed number optional
springArmLagEnabled boolean optional Enable camera lag.
springArmLagSpeed number optional Camera lag speed.
springArmLength number optional
sprintSpeed number optional
surfaceType string optional Physical surface type.
swimSpeed number optional
useControllerRotationPitch boolean optional Use controller pitch rotation.
useControllerRotationRoll boolean optional Use controller roll rotation.
useControllerRotationYaw boolean optional Use controller yaw rotation.
vaultDepth number optional Obstacle depth to check.
vaultHeight number optional Maximum vault obstacle height.
volumeMultiplier number optional
walkSpeed number optional
wallRunDuration number optional Maximum wall run duration.
wallRunGravityScale number optional Gravity during wall run.
wallRunSpeed number optional 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
action string Combat action to perform
adsEnabled boolean optional Enable aim down sights.
adsFov number optional FOV when aiming.
adsSpeed number optional Time to aim down sights.
adsSpreadMultiplier number optional Spread multiplier when aiming.
ammoPerShot number optional
ammoType string optional Ammo type identifier.
armorValue number optional
attachmentSlots array optional Attachment slot definitions.
baseDamage number optional
blockDamageReduction number optional Damage reduction when blocking (0-1).
blockStaminaCost number optional Stamina cost per blocked hit.
blueprintPath string optional Blueprint asset path.
bounceEnabled boolean optional Enable projectile bouncing.
bounceVelocityRatio number optional Velocity retained on bounce (0-1).
collisionRadius number optional
comboWindowTime number optional Time window for combo input.
criticalMultiplier number optional Critical hit damage multiplier.
damageAmount number optional
damageImpulse number optional Impulse applied on hit.
damageMultiplier number optional Damage multiplier for this hitbox.
damagePerSecond number optional
damageReduction number optional
damageType string optional
duration number optional
effectType string optional
ejectionSocketName string optional Shell ejection socket name.
equipAnimationPath string optional Path to equip animation montage.
fireRate number optional
headshotMultiplier number optional Headshot damage multiplier.
healAmount number optional
hitPauseDuration number optional Hitstop duration in seconds.
hitPauseTimeDilation number optional Time dilation during hitstop.
hitReactionMontage string optional Path to hit reaction montage.
hitReactionStunTime number optional Stun duration on hit.
hitboxBoneName string optional Bone name for hitbox.
hitboxSize object optional Hitbox dimensions.
hitboxType string optional Hitbox collision shape.
hitscanEnabled boolean optional Enable hitscan firing.
homingAcceleration number optional Homing turn rate.
homingEnabled boolean optional Enable homing behavior.
impactDecalPath string optional Path to impact decal.
impactParticlePath string optional Path to impact particle.
impactSoundPath string optional Path to impact sound.
infiniteAmmo boolean optional
isDamageZoneHead boolean optional Mark as headshot zone.
magazineSize number optional
maxAmmo number optional
maxComboCount number optional Maximum combo length.
maxHealth number optional
maxShield number optional
meleeTraceEndSocket string optional Socket for trace end.
meleeTraceRadius number optional Sphere trace radius.
meleeTraceStartSocket string optional Socket for trace start.
muzzleFlashParticlePath string optional Path to muzzle flash particle.
muzzleFlashScale number optional Muzzle flash scale.
muzzleSocketName string optional Muzzle socket name.
muzzleSoundPath string optional Path to firing sound.
name string optional Name identifier.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parryAnimationPath string optional Path to parry animation.
parryWindowEnd number optional Parry window end time (normalized).
parryWindowStart number optional Parry window start time (normalized).
path string optional Directory path for asset creation.
projectileClass string optional Projectile class path.
projectileGravityScale number optional
projectileLifespan number optional
projectileMeshPath string optional Path to projectile mesh.
projectileSpeed number optional
range number optional
recoilPitch number optional Vertical recoil (degrees).
recoilRecovery number optional Recoil recovery speed.
recoilYaw number optional Horizontal recoil (degrees).
reloadAnimationPath string optional Path to reload animation.
reloadTime number optional
shellEjectionForce number optional Shell ejection impulse.
shellLifespan number optional Shell casing lifetime.
shellMeshPath string optional Path to shell casing mesh.
shieldAmount number optional
shieldRegenDelay number optional
shieldRegenRate number optional
spread number optional
spreadIncrease number optional Spread increase per shot.
spreadPattern string optional Spread pattern type.
spreadRecovery number optional Spread recovery rate.
startingAmmo number optional
switchInTime number optional Time to equip weapon.
switchOutTime number optional Time to unequip weapon.
traceChannel string optional Trace channel for hitscan.
tracerParticlePath string optional Path to tracer particle.
tracerSpeed number optional Tracer travel speed.
unequipAnimationPath string optional Path to unequip animation montage.
weaponMeshPath string optional Path to weapon static/skeletal mesh.
weaponTrailEndSocket string optional Trail end socket.
weaponTrailParticlePath string optional Path to weapon trail particle.
weaponTrailStartSocket string optional 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
action string Effect/Niagara action to perform.
acceleration object optional 3D location (x, y, z).
actorName string optional Name of the actor.
alignment string optional
assetPath string optional Asset path (e.g., /Game/Path/Asset).
attachToActor string optional Name of the actor.
autoConnect boolean optional
burstCount number optional
burstTime number optional
cameraOffset number optional
collisionMode string optional
color string optional RGBA color as an array [r,g,b,a] or object {r,g,b,a} depending on action.
colorMode string optional
deltaTime number optional
density number optional
deterministicEnabled boolean optional
dieOnCollision boolean optional
duration number optional
emitter string optional
emitterName string optional
emitterPath string optional Asset path (e.g., /Game/Path/Asset).
emitterProperties object optional
eventName string optional Name of the event.
eventPayload array optional Niagara event payload attributes to expose.
eventSpawnCount number optional
eventType string optional
extinction number optional
facingMode string optional
filter string optional
fixedBoundsEnabled boolean optional
forceStrength number optional
forceType string optional
forceVector object optional 3D location (x, y, z).
friction number optional
intensity number optional
killCondition string optional
lifetime number optional
lightRadius number optional
lightType string optional
location object optional 3D location (x, y, z).
mass number optional
materialPath string optional Material asset path.
meshPath string optional Mesh asset path.
modulePath string optional Asset path (e.g., /Game/Path/Asset).
name string optional Name identifier.
nodeId string optional ID of the node.
parameterName string optional Name of the parameter.
parameterType string optional
parameterValue string optional Generic value (any type).
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
path string optional Directory path for asset creation.
preset string optional
radius number optional
reset boolean optional
restitution number optional
save boolean optional
savePath string optional Path to save the asset.
scattering number optional
scriptType string optional
shape string optional
shapeType string optional
sizeMode string optional
sourceBinding string optional
spawnOnEvent boolean optional
spawnPerUnit number optional
spawnRate number optional
stageIterationSource string optional
stageName string optional
steps integer optional
system string optional Asset path (e.g., /Game/Path/Asset).
systemName string optional
systemPath string optional Asset path (e.g., /Game/Path/Asset).
timeoutMs number optional
uniformSize number optional
value string optional Generic value (any type).
velocity object optional 3D location (x, y, z).
velocityMode string optional

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
action string GAS action to perform.
abilityPath string optional Path to ability asset.
abilityTags array optional Gameplay tags for this ability.
activationBlockedTags array optional Tags that block activation of this ability.
activationPolicy string optional When the ability activates.
activationRequiredTags array optional Tags required to activate this ability.
aoeRadius number optional Area of effect radius.
applicationRequiredTags array optional Tags required to apply this effect.
assetPath string optional Asset path (e.g., /Game/Path/Asset).
attributeName string optional Name of the attribute.
attributeSetPath string optional Path to Attribute Set asset.
attributeType string optional Predefined attribute type or Custom.
baseValue number optional Base value for attribute.
blockAbilitiesWithTag array optional Tags of abilities blocked while this is active.
blueprintPath string optional Blueprint asset path.
calculationClass string optional UGameplayEffectExecutionCalculation class path.
cameraShakePath string optional Path to camera shake asset.
cancelAbilitiesWithTag array optional Tags of abilities to cancel when this activates.
clampMode string optional Attribute clamping mode.
componentName string optional Name of the component.
cooldownEffectPath string optional Path to cooldown Gameplay Effect.
costEffectPath string optional Path to cost Gameplay Effect.
cuePath string optional Path to Gameplay Cue asset.
cueTag string optional Gameplay Cue tag (e.g., GameplayCue.Damage.Fire).
cueType string optional Type of gameplay cue notify.
decalPath string optional Path to decal material.
defaultValue string optional Generic value (any type).
duration number optional Duration in seconds.
durationType string optional Effect duration type.
effectPath string optional Path to effect asset.
grantedTags array optional Tags granted while effect is active.
immunityTags array optional Tags that block this effect.
instancingPolicy string optional How the ability is instanced.
magnitudeCalculationType string optional How magnitude is calculated.
maxValue number optional Maximum value for clamping.
minValue number optional Minimum value for clamping.
modifierIndex number optional
modifierMagnitude number optional Magnitude of the modifier.
modifierOperation string optional Modifier operation on attribute.
name string optional Name of the asset to create.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
particleSystemPath string optional Path to particle system.
path string optional Directory path for asset creation.
period number optional Period for periodic effects.
removalTags array optional Tags that cause effect removal.
replicationMode string optional ASC replication mode.
setByCallerTag string optional Tag for SetByCaller magnitude.
soundPath string optional Sound asset path.
stackDurationRefreshPolicy string optional When to refresh stack duration.
stackExpirationPolicy string optional What happens when stack expires.
stackLimitCount number optional Maximum stack count.
stackPeriodResetPolicy string optional When to reset stack period.
stackingType string optional Stacking type for effect.
tagName string optional Name of the tag.
targetAttribute string optional Target attribute for modifier.
targetRange number optional Maximum targeting range.
targetingMode string optional Targeting mode for ability.
taskType string optional Type of ability task to add.
triggerType string optional 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
action string Geometry action to perform
actorName string optional Name of the actor.
amount number optional Generic amount for operations (bevel size, inset distance, etc.).
angle number optional Angle in degrees.
assetPath string optional Asset path (e.g., /Game/Path/Asset).
axis string optional Axis for deformation operations.
cap boolean optional
center object optional 3D location (x, y, z).
collisionType string optional Collision complexity type.
computeWeightedNormals boolean optional Use area-weighted normals.
count number optional
depth number optional Depth value.
depthSegments number optional Segments along depth.
dimensions object optional 3D dimensions (width, height, depth).
distance number optional Distance value.
hardEdgeAngle number optional Angle threshold for hard edges (degrees).
height number optional Height value.
heightScale number optional Texture displacement height scale.
heightSegments number optional Segments along height.
hullCount number optional Number of convex hulls for decomposition.
hullPrecision number optional Precision for convex hull generation (0-1).
innerRadius number optional Inner radius for torus.
iterations number optional Number of iterations for smooth, remesh.
keepInside boolean optional
keepTool boolean optional
latticeResolution number optional Control lattice resolution for lattice deformation.
location object optional 3D location (x, y, z).
lodCount number optional Number of LOD levels to generate.
lodIndex number optional Specific LOD index to configure.
maxHullCount number optional Maximum hull count for complex collision generation.
maxHullVerts number optional Maximum vertices per hull for complex collision generation.
maxVerticesPerHull number optional Maximum vertices per convex hull.
midpoint number optional Texture luminance midpoint for displacement.
name string optional Name identifier.
numRings number optional Number of rings for sphere, torus.
numSides number optional Number of sides for cylinder, cone, etc.
numSteps number optional Number of steps for stairs.
numTurns number optional Number of turns for spiral.
offset object optional 3D location (x, y, z).
outputPath string optional Output file or directory path.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
path string optional Path to a directory.
position object optional 3D location (x, y, z).
radialSegments number optional Radial segments for circular shapes.
radius number optional Radius value.
recomputeNormals boolean optional
recomputeTangents boolean optional
reductionPercent number optional Percent of triangles to reduce per LOD.
rotation object optional 3D rotation (pitch, yaw, roll).
scale object optional 3D scale (x, y, z).
screenSizes array optional Array of screen sizes for each LOD.
segments number optional Number of segments for bevel, subdivide.
simplificationFactor number optional Collision simplification factor.
splineActorName string optional Name of the actor.
stepDepth number optional Depth of each stair step.
stepHeight number optional Height of each stair step.
stepWidth number optional Width of each stair step.
steps number optional
strength number optional Strength or weight.
targetActor string optional Name of the actor.
targetEdgeLength number optional Target edge length for remeshing.
targetHullCount number optional Target hull count for collision simplification.
targetTriangleCount number optional Target triangle count for simplification.
texturePath string optional Texture asset path.
toolActor string optional Name of the actor.
trianglePercent number optional Percent of triangles to keep for LOD reduction.
trimActorName string optional Name of the actor.
uvChannel number optional UV channel index (0-7).
uvOffset object optional UV offset.
uvScale object optional UV scale.
weight number optional Weight for lattice deformation.
weldDistance number optional Distance threshold for vertex welding.
width number optional Width value.
widthSegments number optional 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
action string The interaction action to perform.
actorName string optional Name of the actor.
autoClose boolean optional Automatically close after opening.
autoCloseDelay number optional Delay before auto-close in seconds.
blueprintPath string optional Blueprint asset path.
canToggle boolean optional
chestPath string optional Path to chest actor blueprint.
componentName string optional Name of the component.
doorPath string optional Path to door actor blueprint.
folder string optional Path to a directory.
locked boolean optional Whether the item is locked.
lootTablePath string optional Path to loot table asset.
name string optional Name identifier.
openAngle number optional Door open rotation angle in degrees.
openTime number optional Time to open/close door in seconds.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
promptTextFormat string optional Format string for prompt (e.g., "Press {Key} to {Action}").
requiresKey boolean optional Whether interaction requires a key item.
resetTime number optional Time to reset switch in seconds.
showOnHover boolean optional Show widget when hovering.
showPromptText boolean optional Show interaction prompt text.
switchPath string optional Path to switch actor blueprint.
switchType string optional Type of switch.
traceDistance number optional Trace distance.
traceRadius number optional Trace radius.
traceType string optional Type of interaction trace.
triggerPath string optional Path to trigger actor blueprint.
triggerShape string optional Shape of trigger volume.
widgetClass string optional 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
action string Inventory action to perform.
abilityGrants boolean optional Enable ability grant support when equipped.
actorPath string optional Path to actor Blueprint for loot drop.
attachToSocket boolean optional Attach mesh to socket when equipped.
blueprintPath string optional Blueprint asset path.
bobbing boolean optional Enable bobbing animation.
categoryPath string optional Path to item category asset.
componentName string optional Name of the component.
craftTime number optional Time in seconds to craft.
craftingSpeedMultiplier number optional
defaultSocket string optional Name of the socket.
dropCount number optional Number of drops to roll.
dropOnDeath boolean optional
dropRadius number optional Radius for scattered drops.
enableWeight boolean optional
encumberanceSystem boolean optional
encumberanceThreshold number optional
entryIndex number optional
glowEffect boolean optional Enable glow effect.
iconPath string optional Path to icon texture.
ingredientItemPath string optional Path to item data asset.
interactionType string optional How player picks up item.
itemPath string optional Path to item data asset.
lootTablePath string optional Path to loot table asset.
lootWeight number optional Weight for drop chance calculation.
maxQuantity number optional Maximum drop quantity.
maxStackSize number optional
maxWeight number optional
minQuantity number optional Minimum drop quantity.
name string optional Name of the asset to create.
outputItemPath string optional Path to item produced by recipe.
outputQuantity number optional Quantity produced.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
passiveEffects boolean optional Enable passive effect support when equipped.
path string optional Directory path for asset creation.
pickupPath string optional Path to pickup actor Blueprint.
prompt string optional Prompt text.
properties object optional
quantity number optional
recipePath string optional Path to crafting recipe asset.
recipePaths array optional
replicated boolean optional Whether to replicate.
replicationCondition string optional Replication condition for inventory.
requiredLevel number optional Required player level.
requiredStation string optional Required crafting station type.
respawnTime number optional Respawn time in seconds.
respawnable boolean optional
rotation boolean optional Enable rotation animation.
save boolean optional Save the asset(s) after the operation.
slotCount number optional
slots array optional Equipment slot names to configure.
stackable boolean optional
statModifiers boolean optional Enable stat modifier support when equipped.
stationPath string optional
stationType string optional Type of crafting station.
tiers array optional Quality tier definitions.
uniqueItems boolean optional

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
action string Action
assetPath string optional Asset path (e.g., /Game/Path/Asset).
color array optional RGBA color as an array [r, g, b, a].
destinationPath string optional Destination path for move/copy.
exportPath string optional Export file path.
intensity number optional
levelName string optional
levelPath string optional Level asset path.
levelPaths array optional
lightType string optional Light type. Accepts short names (Point), class names (PointLight), or lowercase (point).
location object optional 3D location (x, y, z).
metadata object optional
name string optional Name identifier.
newName string optional
overwrite boolean optional Overwrite if the asset/file already exists.
packagePath string optional Path to a directory.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentLevel string optional Parent level path.
parentPath string optional Path to a directory.
path string optional Directory path for asset creation.
quality string optional
rotation object optional 3D rotation (pitch, yaw, roll).
saveDirtyPackages boolean optional
savePath string optional Path to save the asset.
shouldBeLoaded boolean optional
shouldBeVisible boolean optional
sourcePath string optional Source path for import/move/copy.
streaming boolean optional
streamingMethod string optional
subLevelPath string optional Level asset path.
sublevelPath string optional Level asset path.
targetPath string optional Path to a directory.
template string optional
timeoutMs number optional
useWorldPartition boolean optional

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
action string Level structure action to perform.
actorName string optional Name of the actor.
actorPath string optional Path to actor.
bAutoCalculateBounds boolean optional Auto-calculate bounds from content.
bBlockOnSlowStreaming boolean optional
bCreateWorldPartition boolean optional Create with World Partition enabled.
bDisableDistanceStreaming boolean optional Disable distance-based streaming.
bEnableWorldPartition boolean optional Enable World Partition for level.
bEnabled boolean optional Whether the audio volume is enabled.
bIsInitiallyLoaded boolean optional Data layer initially loaded.
bIsInitiallyVisible boolean optional Data layer initially visible.
bIsSpatiallyLoaded boolean optional HLOD is spatially loaded.
bPackBlueprints boolean optional Include blueprints in packed level.
bPackStaticMeshes boolean optional Include static meshes in packed level.
bPainCausing boolean optional Whether the volume causes pain/damage.
bShouldBeVisible boolean optional Level should be visible when loaded.
bShouldBlockOnLoad boolean optional Block game until level is loaded.
bUnbound boolean optional Whether post process volume affects entire world.
bUseExternalActors boolean optional Enable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true.
bWaterVolume boolean optional Whether this is a water volume.
blendRadius number optional Blend radius for post process volume.
blendWeight number optional Blend weight (0.0-1.0) for post process.
bounds object optional
boundsExtent object optional Extent of level bounds.
boundsOrigin object optional Origin of level bounds.
boxExtent object optional Extent for box trigger volumes.
capsuleHalfHeight number optional Half-height for capsule trigger volumes.
capsuleRadius number optional Radius for capsule trigger volumes.
cellSize number optional HLOD cell size.
createIfMissing boolean optional
createVolume boolean optional Create a streaming volume (true) or just report existing volumes (false). Default: true.
cullDistances array optional Array of size/distance pairs for cull distance volumes.
damagePerSec number optional Damage per second for pain volumes.
dataLayerName string optional Name of the data layer.
dataLayerType string optional Type of data layer.
extent object optional Extent (half-size) of the volume in each axis.
fadeTime number optional Fade time in seconds.
filter string optional General search filter.
fluidFriction number optional Fluid friction for physics volumes.
gridCellSize number optional World Partition grid cell size.
gridName string optional
hlodLayerName string optional Name of the HLOD layer.
hlodLayerPath string optional Path to HLOD layer.
instanceLocation object optional Location of the level instance.
instanceRotation object optional Rotation of the level instance.
instanceScale object optional Scale of the level instance.
layerType string optional
levelAssetPath string optional Path to the level asset for instancing.
levelInstanceName string optional Level instance name.
levelName string optional
levelPath string optional Level asset path.
loadingDistance number optional HLOD loading distance.
loadingRange number optional Loading range for grid cells.
location object optional World location for the volume.
nodeClass string optional Node class path.
nodeName string optional Name of the node.
nodePosition object optional Position of node in graph.
packedLevelName string optional Name for the packed level actor.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentLevel string optional Parent level path.
priority number optional Priority value.
reverbVolume number optional Volume level for reverb (0.0-1.0).
rotation object optional Rotation of the volume.
save boolean optional Save the asset(s) after the operation.
sourceNodeName string optional Source node name.
sourcePinName string optional Name of the source pin.
sphereRadius number optional Radius for sphere trigger volumes.
streamingDistance number optional Distance/radius for streaming volume (creates ALevelStreamingVolume).
streamingMethod string optional Level streaming method.
streamingUsage string optional Streaming volume usage mode (default: LoadingAndVisibility).
sublevelName string optional Name of the sublevel.
sublevelPath string optional Level asset path.
targetNodeName string optional Target node name.
targetPinName string optional Name of the target pin.
terminalVelocity number optional Terminal velocity in the volume.
volumeExtent object optional Extent of the volume.
volumeLocation object optional Location of the volume.
volumeName string optional Name of the volume.
volumeType string optional 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
action string Networking action to perform
actionName string optional Legacy input action mapping name.
actionPath string optional Asset path (e.g., /Game/Path/Asset).
actorName string optional Name of the actor.
allowSpectating boolean optional Allow spectator mode.
alt boolean optional Require Alt for a legacy action mapping.
alwaysRelevant boolean optional Always relevant to all clients.
assetPath string optional Asset path (e.g., /Game/Path/Asset).
attenuationFalloff number optional Falloff rate for voice attenuation.
attenuationRadius number optional Radius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation.
autoBalance boolean optional Enable automatic team balancing.
axisName string optional Legacy input axis mapping name.
bAllowInvites boolean optional Allow player invites.
bAllowJoinInProgress boolean optional Allow joining games in progress.
bDelayedStart boolean optional Whether to delay match start.
bIsLANMatch boolean optional Whether this is a LAN match.
bShouldAdvertise boolean optional Advertise session publicly.
bUseLobbiesIfAvailable boolean optional Use lobby system if available.
bUsesPresence boolean optional Use presence for session discovery.
blueprintPath string optional Blueprint asset path.
canRespawn boolean optional
channelName string optional Voice channel name. REQUIRED for set_voice_channel.
channelType string optional Voice channel type.
cmd boolean optional Require Cmd for a legacy action mapping.
condition string optional Replication condition.
contextPath string optional Asset path (e.g., /Game/Path/Asset).
controllerId number optional Controller ID for player input. REQUIRED for add_local_player.
correctionThreshold number optional Server correction threshold.
ctrl boolean optional Require Ctrl for a legacy action mapping.
customSerialization boolean optional Use custom serialization.
dataType string optional Network prediction data type.
defaultPawnClass string optional Default pawn class for GameMode.
dormancy string optional Net dormancy mode.
enablePrediction boolean optional Enable client-side prediction.
enabled boolean optional Whether the item/feature is enabled.
executeTravel boolean optional
forceRespawn boolean optional
friendlyFire boolean optional Enable friendly fire damage.
functionName string optional Name of the function.
gameModeBlueprint string optional Path to GameMode blueprint to configure.
gameStateClass string optional GameState class path.
hudClass string optional HUD class path.
interfaceType string optional Type of session interface to use. REQUIRED for configure_session_interface.
intermissionTime number optional
isAutonomousProxy boolean optional Configure as autonomous proxy.
key string optional
localPlayerNum number optional
mapName string optional Map to load for hosting. REQUIRED for host_lan_server.
maxClientRate number optional Max client rate.
maxInternetClientRate number optional Max internet client rate.
maxPlayers number optional
maxRespawns number optional
minNetUpdateFrequency number optional Minimum update frequency when idle (Hz, default 2).
modifierType string optional
muted boolean optional Whether the item is muted.
name string optional Name identifier.
netCullDistanceSquared number optional Network cull distance squared.
netLoadOnClient boolean optional Net load on client for replication graph.
netPriority number optional Network priority for bandwidth (default 1.0).
netServerMaxTickRate number optional Server max tick rate.
netUpdateFrequency number optional How often actor replicates (Hz, default 100).
networkMaxSmoothUpdateDistance number optional Max smooth update distance.
networkNoSmoothUpdateDistance number optional No smooth update distance.
networkSmoothingMode string optional Movement smoothing mode.
numRounds number optional
numTeams number optional
onlyRelevantToOwner boolean optional Only relevant to owner.
ownerActorName string optional Name of owner actor (null to clear).
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClass string optional Path or name of the parent class.
path string optional Directory path for asset creation.
pawnClass string optional Pawn class to use.
playerControllerClass string optional PlayerController class path.
playerIndex number optional Local player index. REQUIRED for remove_local_player.
playerName string optional Player name for voice operations. REQUIRED for mute_player (or targetPlayerId).
playerStateClass string optional PlayerState class path.
predictionThreshold number optional Prediction threshold for client prediction.
priority number optional Priority for input mapping context (default: 0).
propertyName string optional Name of the property.
pushToTalkEnabled boolean optional Enable push-to-talk mode. REQUIRED for configure_push_to_talk.
pushToTalkKey string optional Key binding for push-to-talk.
reliable boolean optional Whether the operation is reliable.
repNotifyFunc string optional RepNotify function name.
replicateMovement boolean optional Replicate movement.
replicated boolean optional Whether property should be replicated.
replicationPolicy string optional Replication policy for replication graph.
respawnDelay number optional
respawnLives number optional
respawnLocation string optional Where players respawn.
role string optional Net role.
roundTime number optional
rpcType string optional Type of RPC.
save boolean optional Save the asset(s) after the operation.
scale number optional Legacy input axis scale.
scorePerAssist number optional Points awarded per assist.
scorePerDeath number optional
scorePerKill number optional Points awarded per kill.
scorePerObjective number optional Points awarded per objective.
serverAddress string optional Server IP address. REQUIRED for join_lan_server.
serverName string optional Display name for the server.
serverPassword string optional Server password for protected games.
serverPort number optional
sessionName string optional Name of the session.
shift boolean optional Require Shift for a legacy action mapping.
smoothingRate number optional Smoothing rate for corrections.
spatiallyLoaded boolean optional Spatially loaded for replication graph.
spawnSelectionMethod string optional How to select spawn points.
spectatorClass string optional Spectator pawn class.
spectatorViewMode string optional Spectator view mode.
splitScreenType string optional Split-screen layout type. REQUIRED for set_split_screen_type.
states array optional Match state definitions.
structName string optional Name of struct for custom serialization.
systemWide boolean optional
targetPlayerId string optional Target player ID. REQUIRED for mute_player (or playerName).
teamIndex number optional Team index for PlayerStart.
teamSize number optional
timeoutMs number optional
travelOptions string optional Travel URL options string.
triggerType string optional
useOwnerNetRelevancy boolean optional Use owner relevancy.
usePlayerStarts boolean optional Use PlayerStart actors.
usePushModel boolean optional Use push-model replication.
variableName string optional Name of the variable.
voiceEnabled boolean optional Enable/disable voice chat. REQUIRED for enable_voice_chat.
voiceSettings object optional Voice processing settings. REQUIRED for configure_voice_settings.
winScore number optional
withValidation boolean optional 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
action string PCG graph action to perform
actorClass string optional
actorName string optional Name of the actor.
assetPath string optional Asset path (e.g., /Game/Path/Asset).
classPath string optional
componentName string optional Name of the component.
componentPath string optional Component path/name for PCG execution.
createComponent boolean optional
force boolean optional
graphPath string optional PCG graph asset path (e.g., /Game/PCG/PCG_MyGraph).
gridSize number optional
inputName string optional Name of the pin.
meshPath string optional Mesh asset path.
name string optional Name identifier.
nodeId string optional ID of the node.
nodeName string optional Name of the node.
nodeType string optional PCG node type alias or UPCGSettings class path/name.
outputName string optional Name of the pin.
overwrite boolean optional Overwrite if the asset/file already exists.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentGraphPath string optional Parent PCG graph asset path for subgraph insertion.
path string optional Path to a directory.
posX number optional
posY number optional
save boolean optional Save the asset(s) after the operation.
scope string optional Partition grid target scope.
settings object optional Node settings keyed by reflected PCG settings property name.
settingsClass string optional UPCGSettings class path/name for the PCG node.
sourceNodeId string optional ID of the source node.
sourcePin string optional Name of the source pin.
subgraphPath string optional PCG subgraph asset path used by subgraph nodes.
targetNodeId string optional ID of the target node.
targetPin string optional Name of the target pin.
texturePath string optional Texture asset path.
timeoutMs number optional
title string optional
wait boolean optional
x number optional
y number optional

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
action string Action
actorName string optional Name of the actor.
actorNames array optional
className string optional
destinationPath string optional Destination path for move/copy.
end number optional
endFrame number optional
frame number optional
frameRate string optional
lengthInFrames number optional
locked boolean optional
loopMode string optional
metadata object optional
muted boolean optional
name string optional Name identifier.
newName string optional New name for renaming.
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
path string optional Asset path (e.g., /Game/Path/Asset).
playbackEnd number optional
playbackStart number optional
property string optional Name of the property.
resolution string optional
solo boolean optional
spawnable boolean optional
speed number optional
start number optional
startFrame number optional
startTime number optional
trackName string optional
trackType string optional
value object optional

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
action string list_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.
category string optional Category name to enable/disable (core, world, gameplay, utility, all)
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
tools array optional 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
action string Action
actors array optional
arguments string optional
assetPath string optional Asset path (e.g., /Game/Path/Asset).
boostPlayerLocation boolean optional
category string optional
categoryName string optional
cellSize number optional
channels string optional
childClass string optional
code string optional Python code to execute inline
command string optional
configuration string optional
detailed boolean optional
duration number optional
enableBatching boolean optional
enableInstancing boolean optional
enabled boolean optional Whether the item/feature is enabled.
file string optional Path to .py file to execute
filename string optional
filter string optional
forceLOD number optional
height number optional
includeMetadata boolean optional
key string optional
level number optional
lodBias number optional
maxFPS number optional
mergeActors boolean optional
message string optional
metadata object optional
mode string optional 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.
name string optional Name identifier.
outputPath string optional Output file or directory path.
packageName string optional
params object optional Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentName string optional
path string optional Asset path (e.g., /Game/Path/Asset).
paths array optional
platform string optional
poolSize number optional
profileType string optional
recursive boolean optional Perform the operation recursively.
replaceSourceActors boolean optional
resolution string optional Resolution setting (e.g., 1024x1024).
returnBase64 boolean optional Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport screenshot modes.
savePath string optional Path to save the asset.
scale number optional
section string optional
streamingDistance number optional
target string optional
text string optional
type string optional
value string optional
volume number optional
widgetId string optional
widgetPath string optional Widget blueprint path.
width number optional
windowed boolean optional

Use this MCP Server

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

Why is it safer to run MCP Servers with Docker?