Skip to main content
Glama

unreal_set_viewport_camera

Idempotent

Position the Unreal editor viewport camera at a specified location and rotation to frame a shot before capturing a screenshot.

Instructions

Move the editor's perspective viewport camera to a specific pose.

Affects only the editor view, not any CameraActor in the level and no saved project data. Pair with unreal_take_screenshot to capture a chosen angle.

Args: params (ViewportCameraInput): Validated input containing: - location (list[float]): Camera position [X, Y, Z] in cm - rotation (list[float]): Camera orientation [pitch, yaw, roll] degrees

Returns: str: JSON with the camera pose actually applied: { "location": [float, float, float], "rotation": [float, float, float] } On failure: "Error: "

Examples: - Use when: framing a shot before unreal_take_screenshot - Don't use when: you want a camera the level keeps (spawn a CameraActor)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
paramsYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The annotations already provide idempotentHint=true, readOnlyHint=false, and destructiveHint=false, so the safety profile is clear. The description adds genuinely useful side-effect disclosure: it doesn't persist data or affect saved project state, and it affects only the editor view. However, it fails to disclose viewport focus/selection behavior, what happens if a shot is taken while the viewport is in a different mode, or whether the operation clamps out-of-bounds rotations, which would be richer behavioral context. The downside of dropping focus to the viewport is undisclosed.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured and front-loaded, with the core action in the first sentence. The Args/Returns/Examples layout makes it skimmable and each section has a purpose, though the return JSON block is verbose and duplicates what the output schema already provides.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a tool with only one parameter, the description covers the essentials: purpose, parameters, return shape, and error behavior. The inclusion of an example usage ('framing a shot before unreal_take_screenshot') adds real workflow context, but it falls short of addressing the broader execution-context race conditions that tools in a rendering pipeline like this face.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The description repeats the params (location, rotation) and their units and coordinate systems, which mirrors what the schema already documents. With schema description coverage at 0% in the formal sense, this repetition is somewhat helpful but not additive. It adds the clarification that the return value is the 'pose actually applied,' but the echo of both schema and return adds bulk without delivering new semantic richness.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description leads with a specific verb-resource pair: 'Move the editor's perspective viewport camera to a specific pose,' which directly names the target, scope, and action. It explicitly contrasts with CameraActor manipulation, making it clear this does not touch level cameras. The distinction from siblings like unreal_take_screenshot and unreal_spawn_actor is clearly drawn.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The Examples section names an 'instead' condition (when not to use it: 'you want a camera the level keeps') and names the alternative (spawn a CameraActor), which is good usage guidance. However, since the Unreal MCP API has no well-known Sandbox convention analogous to filesystem MCP, the guidance to look before you leap falls a bit flat.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Install Server

Other Tools

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/Christancho-co/unreal-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server