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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
ue_duplicate_actorB

Duplicate an actor with an optional position offset.

ue_execute_pythonA

Execute Python code inside the UE5 editor. The code has access to the 'unreal' module and all editor APIs. Use print() to return output. This is the most powerful tool - use it when no specific tool exists for your operation.

ue_get_world_infoA

Get detailed world information: streaming levels, world settings, game mode.

ue_create_clonerB

Create a ClonerEffector actor that instances a mesh in a layout pattern. Requires the ClonerEffector plugin to be enabled.

ue_viewport_perceptA

Capture the UE5 editor viewport -- returns the rendered frame as an image plus camera, selection, and scene metadata. Gives the AI situated visual awareness.

ue_viewport_watchB

Start or stop continuous viewport awareness at the specified rate. When active, the perception system captures frames continuously.

ue_viewport_configB

Configure the viewport perception system (resolution, format, capture rate).

ue_viewport_diffA

Capture two viewport snapshots with a delay and return a structural diff showing what changed (actors, camera, selection). Useful for verifying that scene modifications took effect.

ue_get_actor_hierarchyB

Get the parent-child attachment tree for an actor. Shows all attached children recursively (max depth 10).

ue_ground_traceA

Line-trace straight down at world (x, y) to find the ground/surface. Returns the hit point, surface normal, distance, and which actor was hit. Use before placing props so you know where the floor is.

ue_snap_to_groundA

Drop an actor (by label) onto the surface directly beneath it so its bounding-box bottom rests on the ground. Optionally tilt it to match the surface slope, and apply a vertical offset. One fast transaction.

ue_spatial_queryA

Reason about actor positions and volumes. Modes: 'nearest' (N closest actors to a point), 'overlap' (do two actors' bounding boxes intersect, + penetration depth), 'combined_bounds' (union AABB of a filtered set — its footprint), 'box_contents' (which actors sit inside an axis-aligned box). Filter the candidate set with class_filter / tag_filter.

ue_setup_sky_atmosphereA

Build or update the sky/atmosphere rig in one call: find-or-spawn the DirectionalLight (sun), SkyAtmosphere, SkyLight, fog, and clouds, then recapture the sky. sun_elevation is degrees above the horizon, sun_azimuth is the compass heading. Idempotent — reuses existing rig actors.

ue_set_time_of_dayA

Set the time of day (hour 0-24) — drives sun elevation, compass azimuth, colour temperature (warm near the horizon, neutral high, cool moonlight at night), and intensity. Builds/reuses the sky rig and recaptures.

ue_list_mood_presetsA

List the built-in cinematic mood/look-dev presets and their descriptions.

ue_apply_mood_presetA

Apply a named cinematic mood as a coordinated package — sun angle/colour, fog, clouds, and a full post-process colour grade. Call ue_list_mood_presets for available names (e.g. golden_hour, noir, overcast, midday_clear).

ue_blend_mood_presetsA

Blend two mood presets and apply the result. t=0 is preset_a, t=1 is preset_b; numeric/colour values interpolate, toggles snap at t>=0.5. Great for dialing a look between two references.

ue_console_commandB

Execute a UE console command and capture output. Blocked commands: exit, quit, crash, gpf, open, servertravel, killall.

ue_x3d_exportA

Serialize the current level to X3D text (the x3d_bridge thin-slice grammar). Reads each actor's quaternion transform, static mesh, material, and attach parent; converts UE (Z-up, cm) to X3D (Y-up, m). mesh_only=True (default) exports only actors with a static mesh. Returns {actor_count, x3d}.

ue_x3d_validateA

Validate an X3D document against the closed thin-slice grammar without touching the editor: rejects out-of-grammar nodes, dangling USE references, wrong numeric arity, non-X3D roots, and NaN/inf. Returns {ok, errors}. Run this on model-edited X3D before apply.

ue_x3d_applyA

Apply an X3D document's actor transforms back to the live level. Validates the document, then for each Transform (addressed by its DEF = the actor's object path) sets location/rotation/scale in the editor. Actors must already exist. Returns {applied} or an error. v0.4.0 applies transforms only.

ue_x3d_previewA

Render an X3D document to a standalone HTML page that views it in a browser via the X_ITE runtime (no editor needed). Returns {chars, html}. The page references X_ITE from a CDN, so viewing it needs network access; the X3D payload is embedded inline.

ue_statusA

Check if the UE5 editor is running and the Remote Control API is reachable.

ue_health_checkA

Get bridge health: version, uptime, circuit breaker state, request metrics (counts, latencies, error rates). Use this to diagnose connection issues. Pass deep=true to also run the capability preflight (can the bridge actually execute, not just connect).

ue_preflightA

Capability preflight: probe whether the bridge can ACTUALLY execute against the editor, not merely connect. Runs a ladder -- reachable, remote function calls permitted, a value round-trips, full Python round-trip -- stops at the first failure, and returns the named cause plus the one-line fix (with the raw Remote Control error body as evidence). Use this whenever tools error but ue_status says connected -- e.g. UE 5.8's bAllowAnyRemoteFunctionCall block.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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