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Ureanl-Blender-MCP

create_blueprint.py1.64 kB
""" Test script to create a blueprint in Unreal Engine. """ import unreal # Set the blueprint name and location blueprint_name = "TestBlueprint" save_path = "/Game/TestBlueprints" # Make sure the directory exists if not unreal.EditorAssetLibrary.does_directory_exist(save_path): unreal.EditorAssetLibrary.make_directory(save_path) # Create a new blueprint factory factory = unreal.BlueprintFactory() factory.set_editor_property("ParentClass", unreal.Actor) # Create the blueprint asset blueprint_path = f"{save_path}/{blueprint_name}" asset_tools = unreal.AssetToolsHelpers.get_asset_tools() new_blueprint = asset_tools.create_asset(blueprint_name, save_path, None, factory) # Add a static mesh component to the blueprint if new_blueprint is not None: # Add component mesh_component = unreal.EditorStaticMeshLibrary.add_static_mesh_component_to_blueprint( new_blueprint, unreal.EditorAssetLibrary.load_asset("/Engine/BasicShapes/Sphere.Sphere") ) # Save the blueprint unreal.EditorAssetLibrary.save_asset(blueprint_path) # Print result print(f"Created blueprint: {blueprint_path}") # Return a result object result = { "status": "success", "message": f"Created blueprint: {blueprint_path}", "blueprint_name": blueprint_name, "blueprint_path": blueprint_path } else: # Failed to create blueprint print("Failed to create blueprint") # Return a result object result = { "status": "error", "message": "Failed to create blueprint" } # This string will be captured by the MCP system str(result)

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