Skip to main content
Glama

Related Servers

Alternatives to UEAgent

No user-submitted related servers found.

    Related Servers

    • A
      license
      Not graded
      quality
      A
      maintenance
      An MCP server enabling AI agents to author Unreal Engine 5 scenes directly, with tools for spawning actors, building PCG graphs, validating physics, generating terrain, and more through a single MCP connection.
      13
      MIT
    • A
      license
      Not graded
      quality
      A
      maintenance
      Unreal Engine 5.7 editor plugin that gives AI assistants full read/write access to Blueprints, Materials, Animation, Niagara, Config, and more via MCP. 119 actions across 9 domains, pure C++, embedded Streamable HTTP server.
      330
      MIT
    • A
      license
      B
      quality
      C
      maintenance
      An MCP server that gives AI agents broad control over Unreal Engine 5.7, enabling actor/asset/level management, Blueprint and material creation, screenshots, automation, and arbitrary editor Python execution.
      35
      MIT
    • A
      license
      Not graded
      quality
      A
      maintenance
      A native MCP server for Unreal Engine 5.7 that lets AI assistants inspect and control an open Unreal Editor through a single 'unreal' tool, supporting Python/console command execution and async tasks.
      4
      MIT

    TDQS

    B3.2/5.0

    Scored across 2097 tools

    Disambiguation2/5

    Despite descriptions that frequently police each other ('prefer X over Y', 'use this instead of...'), the set is riddled with near-duplicates: get_actor_components vs get_actor_references, get_blueprint_components vs get_blueprint_components_list vs get_blueprint_scs_tree, configure_gravity vs set_world_gravity vs set_physics_gravity, get_undo_state vs can_undo vs can_redo, and four DataTable row readers with subtly different fidelity. An agent can usually stumble onto the right one because the prose is extremely explicit, but selection is a real cost, not a non-issue, across 2000 tools. Overlapping purposes are pervasive rather than occasional.

    Naming Consistency3/5

    The dominant pattern is snake_case verb_noun (get_actor_label, set_actor_folder, add_light), but it is layered with many domain prefixes (interchange_, niagara_, pcg_, usd_, metasound_, anim_, rig_, hlod_, eqs_) and abbreviations (bp_, gc_, rvt_, bt_, ism_, mid_, mcp_). A few names are bare words with no verb (batch, region_start, bookmark), and reading-direction pairs like get_ vs has_ vs list_ vs read_ are used inconsistently for the same question. Readable, but a mixed convention rather than a single predictable one.

    Tool Count1/5

    2097 tools is an extreme mismatch under any reading of the server's scope; even accounting for Unreal's breadth, dozens of near-duplicate readers/writers per subsystem inflate the surface far beyond what is needed. This is well past the '50+ tools' ceiling, and the count itself is the primary coherence problem.

    Completeness4/5

    Coverage is close to total: CRUD, lifecycle, read-back oracles and edge-case handling exist for actors, Blueprints, materials, Niagara, PCG, StateTree, Sequencer, USD and more, including deliberate honest gates where the engine has no headless path. A handful of genuinely acknowledged dead ends exist (set_preserve_scale_ratio does nothing, list_mass_signals always empty, several delegate/drag-drop gaps), but these are documented rather than surprising.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues