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Unreal Engine MCP Bridge

by gingerol
node_tools.md6.88 kB
# Unreal MCP Node Tools This document provides detailed information about the Blueprint node tools available in the Unreal MCP integration. ## Overview Node tools allow you to manipulate Blueprint graph nodes and connections programmatically, including adding event nodes, function nodes, variables, and creating connections between nodes. ## Node Tools ### add_blueprint_event_node Add an event node to a Blueprint's event graph. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `event_type` (string) - Type of event (BeginPlay, Tick, etc.) - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0]) **Returns:** - Response containing the node ID and success status **Example:** ```json { "command": "add_blueprint_event_node", "params": { "blueprint_name": "MyActor", "event_type": "BeginPlay", "node_position": [100, 100] } } ``` ### add_blueprint_input_action_node Add an input action event node to a Blueprint's event graph. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `action_name` (string) - Name of the input action to respond to - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0]) **Returns:** - Response containing the node ID and success status **Example:** ```json { "command": "add_blueprint_input_action_node", "params": { "blueprint_name": "MyActor", "action_name": "Jump", "node_position": [200, 200] } } ``` ### add_blueprint_function_node Add a function call node to a Blueprint's event graph. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `target` (string) - Target object for the function (component name or self) - `function_name` (string) - Name of the function to call - `params` (object, optional) - Parameters to set on the function node - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0]) **Returns:** - Response containing the node ID and success status **Example:** ```json { "command": "add_blueprint_function_node", "params": { "blueprint_name": "MyActor", "target": "Mesh", "function_name": "SetRelativeLocation", "params": { "NewLocation": [0, 0, 100] }, "node_position": [300, 300] } } ``` ### connect_blueprint_nodes Connect two nodes in a Blueprint's event graph. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `source_node_id` (string) - ID of the source node - `source_pin` (string) - Name of the output pin on the source node - `target_node_id` (string) - ID of the target node - `target_pin` (string) - Name of the input pin on the target node **Returns:** - Response indicating success or failure **Example:** ```json { "command": "connect_blueprint_nodes", "params": { "blueprint_name": "MyActor", "source_node_id": "node_1", "source_pin": "exec", "target_node_id": "node_2", "target_pin": "exec" } } ``` ### add_blueprint_variable Add a variable to a Blueprint. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `variable_name` (string) - Name of the variable - `variable_type` (string) - Type of the variable (Boolean, Integer, Float, Vector, etc.) - `default_value` (any, optional) - Default value for the variable - `is_exposed` (boolean, optional) - Whether to expose the variable to the editor (default: false) **Returns:** - Response indicating success or failure **Example:** ```json { "command": "add_blueprint_variable", "params": { "blueprint_name": "MyActor", "variable_name": "Health", "variable_type": "Float", "default_value": 100.0, "is_exposed": true } } ``` ### create_input_mapping Create an input mapping for the project. **Parameters:** - `action_name` (string) - Name of the input action - `key` (string) - Key to bind (SpaceBar, LeftMouseButton, etc.) - `input_type` (string, optional) - Type of input mapping (Action or Axis, default: "Action") **Returns:** - Response indicating success or failure **Example:** ```json { "command": "create_input_mapping", "params": { "action_name": "Jump", "key": "SpaceBar", "input_type": "Action" } } ``` ### add_blueprint_get_self_component_reference Add a node that gets a reference to a component owned by the current Blueprint. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `component_name` (string) - Name of the component to get a reference to - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0]) **Returns:** - Response containing the node ID and success status **Example:** ```json { "command": "add_blueprint_get_self_component_reference", "params": { "blueprint_name": "MyActor", "component_name": "Mesh", "node_position": [400, 400] } } ``` ### add_blueprint_self_reference Add a 'Get Self' node to a Blueprint's event graph. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0]) **Returns:** - Response containing the node ID and success status **Example:** ```json { "command": "add_blueprint_self_reference", "params": { "blueprint_name": "MyActor", "node_position": [500, 500] } } ``` ### find_blueprint_nodes Find nodes in a Blueprint's event graph. **Parameters:** - `blueprint_name` (string) - Name of the target Blueprint - `node_type` (string, optional) - Type of node to find (Event, Function, Variable, etc.) - `event_type` (string, optional) - Specific event type to find (BeginPlay, Tick, etc.) **Returns:** - Response containing array of found node IDs and success status **Example:** ```json { "command": "find_blueprint_nodes", "params": { "blueprint_name": "MyActor", "node_type": "Event", "event_type": "BeginPlay" } } ``` ## Error Handling All command responses include a "success" field indicating whether the operation succeeded, and an optional "message" field with details in case of failure. ```json { "success": false, "message": "Blueprint 'MyActor' not found in the project", "command": "add_blueprint_event_node" } ``` ## Type Reference ### Node Types Common node types for the `find_blueprint_nodes` command: - `Event` - Event nodes (BeginPlay, Tick, etc.) - `Function` - Function call nodes - `Variable` - Variable nodes - `Component` - Component reference nodes - `Self` - Self reference nodes ### Variable Types Common variable types for the `add_blueprint_variable` command: - `Boolean` - True/false values - `Integer` - Whole numbers - `Float` - Decimal numbers - `Vector` - 3D vector values - `String` - Text values - `Object Reference` - References to other objects - `Actor Reference` - References to actors - `Component Reference` - References to components

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