start_play_in_editor
Launch a real Play-in-Editor session in Unreal Engine, optionally with multiple clients and listen-server networking, to test co-op or multiplayer gameplay.
Instructions
Press Play: starts a real PlayInEditor session (a true play world with a spawned PlayerController, not SimulateInEditor), optionally multi-client and networked for co-op testing via number_of_clients + net_mode=ListenServer. WARNING: RequestPlaySession is ASYNC and this tool probes right after asking, so pie_started comes back FALSE on a start that is perfectly fine -- the oracle is a follow-up is_play_in_editor_active, never this field. With 2+ clients the worlds are UEDPIE_0 (server) and UEDPIE_1 (client), and later reads must be anchored with world='server'/'client' because PIE actor NAMES are swapped between them. Refuses if another MCP session (or a human) already owns PIE unless force=true.
Returns: { pie_started: bool (probed synchronously right after an ASYNC request -- usually false even on success; confirm with is_play_in_editor_active), already_in_pie: bool, message: string, number_of_clients: int, net_mode: string, dirty_package_count: int, readonly_dirty_count: int, dirty_packages: [string] (capped at 25), dirty_packages_truncated: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional bool (default false). Override the PIE-ownership guard: start even if another session (or a manually-started PIE) currently owns Play-in-Editor. Read by the server before the tool runs, so a non-owner session can seize PIE. | |
| net_mode | No | Optional string: "Standalone"|"ListenServer"|"Client" (default "Standalone"). Any other value is a clean error, not a silent fallback. Use ListenServer for co-op. | |
| number_of_clients | No | Optional int (default 1, clamped 1-10). >1 opens additional client windows -- that is what makes a co-op reading possible at all. | |
| run_under_one_process | No | Optional bool (default true). Must stay true for multi-client windows to open inside this single editor process. |