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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
UEMCP_PROJECTNoPrefer a specific project when several editors are open(first found)
UEMCP_COMMAND_HOSTNoHost the editor connects back to127.0.0.1
UEMCP_MULTICAST_PORTNoDiscovery port6766
UEMCP_COMMAND_TIMEOUTNoPer-command timeout in seconds120
UEMCP_MULTICAST_GROUPNoDiscovery multicast group239.0.0.1
UEMCP_DISCOVERY_TIMEOUTNoDiscovery wait in seconds2

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
ue_statusA

Discover running Unreal Editor instances and report connection state.

ue_pythonA

Run arbitrary Python inside the Unreal Editor (full unreal module access).

This is the escape hatch for anything the dedicated tools do not cover. Use print() for output you want back.

ue_console_commandB

Execute an Unreal console command (for example stat fps or r.ScreenPercentage 50).

ue_project_infoA

Get engine version, project paths, and the currently open level.

ue_list_actorsA

List actors in the open level, optionally filtered by class or label substring.

ue_spawn_actorB

Spawn an actor from an engine class (/Script/Engine.PointLight) or an asset (/Game/...).

location is [x, y, z] in centimeters; rotation is [roll, pitch, yaw] in degrees.

ue_destroy_actorB

Delete the actor with the given outliner label from the open level.

ue_set_actor_transformC

Move, rotate, or scale an actor by its outliner label. Omitted parts are unchanged.

ue_set_actor_propertyB

Set an editor property on an actor (snake_case name, for example intensity).

Lists of 3 or 4 numbers are coerced to Vector or LinearColor when needed.

ue_get_actorA

Get an actor's transform, class, and component list by its outliner label.

ue_search_assetsA

Search project assets by name substring and/or class (StaticMesh, Material, ...).

ue_asset_infoA

Inspect one asset: class, plus mesh LODs/materials or blueprint class when relevant.

ue_import_assetC

Import a file from disk (FBX, OBJ, PNG, WAV, ...) into the project content folder.

ue_create_folderB

Create a content browser folder, for example /Game/Levels/Greybox.

ue_duplicate_assetB

Duplicate an asset to a new content path.

ue_delete_assetA

Delete an asset from the project. Fails if other assets still reference it.

ue_save_allA

Save all dirty packages: the open level and any modified assets.

ue_create_materialC

Create a simple constant-based material. base_color and emissive are [r, g, b] 0..1.

ue_create_material_instanceC

Create a material instance of a parent material and set its parameters.

ue_assign_materialC

Assign a material to the first mesh component of an actor.

ue_create_blueprintC

Create a Blueprint asset from a parent class path or parent Blueprint asset path.

ue_add_componentC

Add a component to a Blueprint (StaticMeshComponent or a /Script class path).

ue_set_blueprint_defaultB

Set a class default value on a Blueprint and recompile it.

ue_open_levelB

Open a level by content path, for example /Game/Maps/MainLevel.

ue_new_levelB

Create and open a new level, optionally copied from a template level asset.

ue_set_cameraA

Move the editor viewport camera. rotation is [roll, pitch, yaw] in degrees.

ue_get_cameraA

Get the editor viewport camera's location and rotation.

ue_focus_actorC

Select an actor and point the viewport camera at it.

ue_screenshotA

Take a screenshot of the editor viewport and return it as an image.

Only works when the MCP server runs on the same machine as the editor.

ue_playA

Start simulating the open level in the editor viewport.

ue_stop_playA

Stop the active simulate/play-in-editor session.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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