umodel-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| umodel_session_getA | Show the in-memory session settings (umodel exe, game directory, output directory, AES keys). No config file is used; settings live only for this server session. |
| umodel_session_setA | Store settings in the in-memory session (nothing is written to disk). NOTE: most values (gamePath/gameTag/aesKeys/pakAesKey/pakAesMode) are auto-remembered whenever you pass them to any tool, so you rarely need this tool — use it only to set values ahead of time, clear them (empty string), or configure pure settings: umodelExe (user-confirmed), outputDir, pakAesMode. IMPORTANT: umodelExe and gamePath must come from the user — ask the user for the umodel executable path and the game/pak directory before setting them; never guess. Only fall back to umodel_find_exe when the user does not know the path or the given path is wrong. Pass an empty string to clear a field. outputDir defaults to the Downloads folder when unset. |
| umodel_find_exeA | Search common locations (Downloads/Desktop/Documents/Program Files/PATH...) for umodel executables (umodel.exe, umodel_64.exe, or custom builds like umodel_acl_*.exe). ONLY use this as a fallback when the user does not know the umodel path or provided an invalid one — always ask the user for the path first. With verify=true the newest candidate is tested via -version and remembered. IMPORTANT: different umodel builds/versions support different games (e.g. umodel_acl variants). If more than one candidate is found the remembered exe stays UNCONFIRMED and per-game tools refuse to run until you show the candidate list to the user, ask which version to use for the target game, and confirm it via umodel_session_set { umodelExe }. Never pick a version yourself. |
| umodel_versionA | Run 'umodel -version' to verify the executable works. Pass exe to test a new path; if it works it is remembered in the session. |
| umodel_game_listA | List games supported by umodel. With tags=true shows the short tags usable with -game=/gameTag. Check this BEFORE any list/export/save call: if the user's game appears (e.g. Roco Kingdom: World -> roco), remember it via umodel_session_set { gameTag } so later calls don't pop the blocking engine-version GUI dialog. |
| umodel_list_packagesA | Recursively scan a directory for Unreal package files (.pak/.upk/.uasset/.ut2/...) so you know what to pass to other tools. The directory should come from the user — ask which game directory to unpack before scanning. |
| umodel_list_objectsC | Run 'umodel -list ' to list objects contained in a package. |
| umodel_package_infoB | Run 'umodel -pkginfo ' to display package summary (name table, export table). |
| umodel_exportA | Run 'umodel -export' to convert assets (meshes, textures, animations, sounds...) to standard formats (psk/gltf/tga/png/...). Without object filters the whole package is exported. Output defaults to the Downloads folder. IMPORTANT: cooked UE4/5 games need a gameTag, otherwise umodel pops a blocking engine-version GUI dialog. ALWAYS call umodel_game_list { tags: true } FIRST and use the official tag if the game is listed (e.g. roco); the server blocks the call and reminds you if gameTag is missing. |
| umodel_saveA | Run 'umodel -save' to copy raw package files (.upk/.uasset + .uexp/.ubulk) out of a game directory, e.g. to unpack a cooked game without converting. Output defaults to the Downloads folder. |
| pak_listA | Parse UE .pak index files (AES-encrypted indexes supported, including games using custom bit-flipped AES) and list asset paths matching the filters. Works without umodel. Use this before pak_extract to locate assets (meshes/textures/animations). The pak directory should come from the user — ask which game directory to unpack first. |
| pak_extractA | Extract raw .uasset/.uexp files from UE .pak archives by parsing the index directly (AES-encrypted indexes supported, including custom bit-flipped AES). Works without umodel. The extracted loose files can then be converted with umodel_export (point it at the output directory). Output defaults to /pak under the Downloads folder. |
| umodel_list_outputA | List the folder structure and files produced by umodel_export/umodel_save, with sizes. Use this after an export to see what was unpacked. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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