capture_viewport
Take a PNG screenshot of the active Unreal Editor viewport, forcing a fresh draw, with optional resizing or inline base64. Use it to show visual proof to a human, not to diagnose scene state.
Instructions
Screenshot the active editor viewport to a PNG (forcing a fresh draw first), optionally resized and optionally returned inline as base64. Use it to SHOW a result -- proof that something looks right, an image to hand to a human. Do NOT use it to diagnose: an image costs far more context than a command and is read far less reliably than one, so for "is the actor there / did the value change / did it move" prefer get_actor_bounds, get_component_properties, raycast_scene or a property read, which answer exactly and cheaply. Captures the EDITOR viewport, not a PIE window; high_res_screenshot is the higher-resolution sibling.
Returns: { file_path: string, width: int, height: int, byte_size: int, image_base64: string, image_format: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| width | No | Optional target width to downscale/upscale to (omit to keep native viewport size). | |
| height | No | Optional target height (only used when width is also supplied). | |
| filename | No | Optional output filename (default MCP_Capture_<timestamp>.png); ".png" extension is added if missing. | |
| return_base64 | No | bool, also include image_base64 + image_format in the response (default false). |