unreal_get_status
Diagnose Unreal Editor connection failures by discovering reachable editors and returning their status: engine version, project, live level, actor count. Use when commands report connection errors.
Instructions
Check whether a running Unreal Editor is reachable, and describe it.
Call this first when any other tool fails, to distinguish "the editor is not listening" from "the script had a bug". Discovery is UDP multicast, so an editor that is open but has remote execution disabled will NOT appear.
Args: params (StatusInput): Validated input containing: - wait_seconds (float): Discovery listen window, 0.5-15.0 (default 2.0)
Returns: str: JSON with the following schema: { "connected": bool, # True if at least one editor answered "node_count": int, # Number of editor instances discovered "nodes": [ # One entry per editor instance { "node_id": str, # Internal session id "user": str, # OS user running the editor "machine": str, # Host name "engine_version": str, # e.g. "5.6.0-..." "engine_root": str, # Engine install path "project_name": str, # Loaded project "project_root": str # Project directory on disk } ], "live_check": { # Present only when connected "engine_version": str, "project_file": str, "current_level": str, "actor_count": int } } On failure: "Error: "
Examples: - Use when: another tool returned a connection error and you need the cause - Use when: confirming which project the editor currently has open - Don't use when: you already know the editor is connected and want to run code (use unreal_execute_python instead)
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| params | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |