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Flux-Point-Studios

Unreal Engine MCP Server

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
LOG_LEVELNoLogging level (debug | info | warn | error, default: info)info
GRAPHQL_PORTNoPort for GraphQL endpoint (default: 4000)4000
GRAPHQL_ENABLEDNoEnable GraphQL endpoint (default: false)false
UE_PROJECT_PATHYesPath to the Unreal Engine project (.uproject file)
ASSET_LIST_TTL_MSNoAsset list cache TTL in milliseconds (default: 10000)10000
MCP_AUTOMATION_HOSTNoHost for the automation bridge (default: 127.0.0.1)127.0.0.1
MCP_AUTOMATION_PORTNoPort for the automation bridge (default: 8091)8091
MCP_AUTOMATION_ALLOW_NON_LOOPBACKNoSet to true to allow binding to non-loopback addresses (default: false)false
MCP_AUTOMATION_REQUEST_TIMEOUT_MSNoRequest timeout in milliseconds (default: 120000)120000

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": true
}
prompts
{}
resources
{
  "subscribe": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
manage_toolsA

Dynamic MCP tool management. Enable/disable tools and categories at runtime. Actions: list_tools, list_categories, enable_tools, disable_tools, enable_category, disable_category, get_status, reset.

manage_assetB

Create, import, duplicate, rename, delete assets. Edit Material graphs and instances. Analyze dependencies.

manage_blueprintC

Create Blueprints, add SCS components (mesh, collision, camera), and manipulate graph nodes.

control_actorC

Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors.

control_editorC

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input.

manage_levelC

Load/save levels, configure streaming, manage World Partition cells, and build lighting.

build_environmentC

Create/sculpt landscapes, paint foliage, and generate procedural terrain/biomes.

animation_physicsC

Create animation blueprints, blend spaces, montages, state machines, Control Rig, IK rigs, ragdolls, and vehicle physics.

system_controlC

Run profiling, set quality/CVars, execute console commands, run UBT, manage widgets, and execute scripts (Python, console batch, editor utility).

manage_sequenceC

Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera.

manage_inputC

Create Input Actions and Mapping Contexts. Add key/gamepad bindings with modifiers and triggers.

inspectC

Inspect any UObject: read/write properties, list components, export snapshots, and query class info.

manage_audioC

Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds.

manage_behavior_treeB

Create Behavior Trees, add task/decorator/service nodes, and configure node properties.

manage_lightingB

Spawn lights (point, spot, rect, sky), configure GI, shadows, volumetric fog, and build lighting.

manage_performanceC

Run profiling/benchmarks, configure scalability, LOD, Nanite, and optimization settings.

manage_geometryC

Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation.

manage_skeletonB

Edit skeletal meshes: add sockets, configure physics assets, set skin weights, and create morph targets.

manage_material_authoringC

Create materials with expressions, parameters, functions, instances, and landscape blend layers.

manage_textureC

Create procedural textures, process images, bake normal/AO maps, and set compression settings.

manage_effectC

Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects.

manage_gasC

Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems.

manage_characterC

Create Character Blueprints with movement, locomotion, and animation state machines.

manage_combatC

Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block).

manage_aiB

Create AI Controllers, configure Behavior Trees, Blackboards, EQS queries, and perception systems.

manage_inventoryC

Create item data assets, inventory components, world pickups, loot tables, and crafting recipes.

manage_interactionC

Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes.

manage_widget_authoringB

Create UMG widgets: buttons, text, images, sliders. Configure layouts, bindings, animations. Build HUDs and menus.

manage_networkingB

Configure multiplayer: property replication, RPCs (Server/Client/Multicast), authority, relevancy, and network prediction.

manage_game_frameworkC

Create GameMode, GameState, PlayerController, PlayerState Blueprints. Configure match flow, teams, scoring, and spawning.

manage_sessionsA

Configure local multiplayer: split-screen layouts, LAN hosting/joining, voice chat channels, and push-to-talk.

manage_level_structureC

Create levels and sublevels. Configure World Partition, streaming, data layers, HLOD, and level instances.

manage_volumesC

Create trigger volumes, blocking volumes, physics volumes, audio volumes, and navigation bounds.

manage_navigationC

Configure NavMesh settings, add nav modifiers, create nav links and smart links for pathfinding.

manage_splinesC

Create spline actors, add/modify points, attach meshes along splines, and query spline data.

manage_tasksA

Async task queue for long-running operations. Submit tool calls for background execution, poll status, retrieve results. Use for operations that may take 30+ seconds (landscape sculpting, asset imports, blueprint compilation). Actions: submit (queue a tool call), status (check progress), result (get output), list (show all tasks), cancel (abort task), cleanup (remove old tasks).

workflowB

Composite workflow tool that chains multiple operations into high-level workflows. Actions: level_performance_audit (comprehensive level analysis with scene stats, actor summary, perf capture, lighting status, and recommendations), blueprint_health_check (analyze a blueprint for compilation issues, graph complexity, and general health), scene_populate (fill a bounding box with randomized static mesh actors), quick_test (smoke test the current level: info, actors, PIE, viewport capture).

manage_testsA

Run and manage UE Automation Tests. Actions: list_tests (discover available tests), run_test (execute a specific test by name), run_all_tests (execute all automation tests), run_tests_by_filter (run tests matching a filter pattern), get_test_results (get the latest test report).

asset_pipelineA

External AI asset generation pipeline. Generate 3D models and textures using AI services (Meshy, Tripo) and import them directly into UE. Requires API keys set via environment variables (MESHY_API_KEY, TRIPO_API_KEY). Actions: list_providers (show configured services), generate_3d_model (text-to-3D), generate_texture (text-to-texture), check_generation_status (poll task progress), download_and_import (fetch generated asset and import into UE).

validateB

Assertion and validation tools. Run structured checks that return pass/fail with diagnostics, affected assets, and suggested next actions. Actions: assert_blueprint_compiles, assert_map_clean, assert_no_missing_references, assert_naming_conventions, assert_performance_budget, run_validation_suite, get_validation_report, set_acceptance_criteria, get_acceptance_criteria.

checkpointB

Checkpoint and transaction system. Create semantic snapshots of level state, diff between checkpoints, and rollback changes. Actions: create_checkpoint, list_checkpoints, diff_checkpoint, restore_checkpoint, delete_checkpoint, begin_transaction, commit_transaction, rollback_transaction.

observeB

Runtime observability and playtest feedback. Start PIE playtests, capture snapshots at intervals, query logs, correlate events, and generate structured reports. Actions: query_logs, get_log_summary, start_playtest, capture_snapshot, stop_playtest, get_playtest_report, run_scenario, get_runtime_state.

source_controlA

Source control integration. Git-backed by default, with a provider-agnostic interface for future Perforce support. Actions: status, checkpoint (commit), revert, changed_since, lock, unlock, change_summary.

Prompts

Interactive templates invoked by user choice

NameDescription
create-playable-characterSet up a playable character Blueprint with movement component, spring-arm camera, capsule collision, and Enhanced Input bindings.
setup-gas-abilityCreate a complete GAS (Gameplay Ability System) ability with attribute set, gameplay effect, cooldown, cost, and cue.
create-multiplayer-lobbySet up a multiplayer lobby with session management, game mode, player state, and network replication.
level-performance-auditAnalyze the current level for performance issues: draw calls, triangle counts, texture memory, lighting cost, and LOD configuration.
setup-material-instanceCreate a material instance from a parent material with parameter overrides for color, texture, roughness, and metallic values.
create-ai-npcSet up an AI NPC character with AI Controller, Behavior Tree, Blackboard, perception senses, and patrol logic.
blueprint-health-checkAnalyze a Blueprint for common issues: compilation errors, disconnected nodes, unused variables, missing references, and excessive complexity.
setup-niagara-effectCreate a Niagara particle system with emitters, spawn rate, velocity, color, and renderer modules.
create-ui-widgetCreate a UMG widget Blueprint with layout panels, text, buttons, bindings, and animations for HUD or menu screens.
setup-enhanced-inputConfigure the Enhanced Input system with Input Actions, an Input Mapping Context, keyboard/gamepad bindings, modifiers, and triggers.
create-save-systemSet up a save/load game system using a SaveGame Blueprint with serialized player state, world state, and slot management.
setup-inventory-systemCreate a complete inventory system with item data assets, inventory component, world pickups, equipment slots, and loot tables.

Resources

Contextual data attached and managed by the client

NameDescription
AssetsProject assets
ActorsActors in the current level
Current LevelCurrent level name and path
Health StatusServer health and performance metrics
Automation BridgeAutomation bridge diagnostics and recent activity
Engine VersionUnreal Engine version and compatibility info
Project SummarySharp opinionated summary: game mode, maps, key BPs, actor counts, engine version
Recent ChangesLast 15 mutating operations with semantic summaries (from operation journal)
Recent ErrorsRecent tool failures and warnings with structured diagnostics
Acceptance CriteriaMachine-readable design contract: genre, perf budget, naming conventions, platform targets
Runtime LogsRecent runtime log summary: error/warning counts, top categories, recent errors
UE5 Docs: blueprintBlueprint API: K2Nodes, pins, graph manipulation, compilation, and FBlueprintEditorUtils
UE5 Docs: animationAnimation API: UAnimInstance, state machines, montages, blend spaces, control rigs, IK, retargeting
UE5 Docs: actorActor/Component API: AActor lifecycle, component hierarchy, spawning, attachment, transforms
UE5 Docs: materialsMaterial API: UMaterial, UMaterialInstance, expressions, shading models, parameters, Nanite/Lumen
UE5 Docs: niagaraNiagara/VFX API: UNiagaraSystem, emitters, modules, renderers, data interfaces, GPU simulation
UE5 Docs: enhanced-inputEnhanced Input API: UInputAction, UInputMappingContext, triggers, modifiers, input values
UE5 Docs: networkingNetworking/Replication: property replication, RPCs, authority, prediction, relevancy, dormancy
UE5 Docs: gasGameplay Ability System: abilities, effects, attributes, gameplay tags, gameplay cues
UE5 Docs: world-buildingWorld/Level API: UWorld, level streaming, World Partition, data layers, HLOD, landscape, foliage
UE5 Docs: sequencerSequencer API: ULevelSequence, UMovieScene, tracks, sections, channels, keyframes, cinematics

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