unreal_spawn_actor
Place an Unreal Engine content asset into the current level as a new actor. Specify the asset path, location, rotation, scale, and optional label; each call spawns one actor.
Instructions
Place an existing content asset into the current level as a new actor.
Each call creates a new actor, so calling it twice spawns two copies. Get
valid asset_path values from unreal_list_assets.
Args: params (SpawnActorInput): Validated input containing: - asset_path (str): Content path of the asset to place - location (list[float]): [X, Y, Z] in centimetres (default origin) - rotation (list[float]): [pitch, yaw, roll] in degrees - scale (list[float]): [X, Y, Z] multipliers - label (Optional[str]): Outliner name for the actor
Returns: str: JSON describing the created actor: { "label": str, "path": str, "class": str, "location": [float, float, float], "rotation": [float, float, float], "scale": [float, float, float] } On failure: "Error: " — including a clear message when asset_path does not exist.
Examples: - Use when: "put the imported chair at the origin" after unreal_import_asset - Don't use when: moving something already in the level (use unreal_set_actor_transform)
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| params | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |