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Mittenzx

Adastrea-MCP

by Mittenzx

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

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
{}
resources
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
update_game_infoC

Update or add game project information. Can update individual fields or multiple fields at once.

get_game_infoB

Retrieve the current game project information

clear_game_infoB

Clear all game project information and start fresh

scan_unreal_projectB

Perform a deep scan of an Unreal Engine project structure, analyzing .uproject files, modules, plugins, C++ classes, and assets

validate_project_structureC

Validate an Unreal Engine project structure and check for common issues

search_codeA

Search for C++ classes, structs, enums, or interfaces in the scanned Unreal project

find_class_usageB

Find all usages of a specific C++ class in the project

get_class_hierarchyA

Get the inheritance hierarchy for a specific C++ class

search_assetsA

Search for assets in the scanned Unreal project by name, type, or path

get_asset_dependenciesC

Get dependencies for a specific asset (placeholder for future implementation)

execute_console_commandA

Execute a console command in the Unreal Engine Editor (requires Adastrea-Director to be running)

run_python_scriptB

Execute Python code in the Unreal Engine Editor (requires Adastrea-Director to be running)

get_live_project_infoA

Get live project information from the running Unreal Engine Editor via Adastrea-Director (prefers live data over cached)

list_assets_liveA

List assets from the running Unreal Engine Editor in real-time via Adastrea-Director (prefers live data over cached)

inspect_blueprintA

Get full Blueprint structure including variables, functions, graphs, and components

search_blueprint_nodesA

Find specific node types within a Blueprint (e.g., FunctionCall, Branch, ForLoop)

get_blueprint_variablesA

List all variables in a Blueprint with their types, categories, and properties

get_blueprint_functionsA

List all functions in a Blueprint with their signatures, parameters, and properties

add_blueprint_variableA

Add a new variable to a Blueprint (requires Adastrea-Director integration)

add_blueprint_functionB

Create a new function in a Blueprint (requires Adastrea-Director integration)

modify_blueprint_propertyA

Change the default value of a Blueprint variable (requires Adastrea-Director integration)

spawn_actorB

Spawn a new actor in the current level (requires Adastrea-Director integration)

modify_actor_propertiesB

Modify properties of an existing actor in the level (requires Adastrea-Director integration)

get_actor_componentsB

Get component hierarchy for an actor

create_actor_templateB

Save an actor as a reusable template

list_actor_templatesC

List all available actor templates

instantiate_templateA

Create an actor from a template (requires Adastrea-Director integration)

delete_actor_templateB

Delete an actor template

query_ue_knowledgeA

Search the UE5.6+ knowledge database for information about Unreal Engine systems, features, and best practices

get_ue_systemB

Get detailed information about a specific Unreal Engine system by ID

get_ue_systems_by_tagA

Get all Unreal Engine systems that match a specific tag

get_related_ue_systemsC

Get systems related to a specific Unreal Engine system

generate_uclassB

Generate a UClass following Unreal Engine conventions. Creates header and source files for a basic C++ class.

generate_blueprint_compatible_classB

Generate a Blueprint-compatible C++ class with properties and functions exposed to Blueprints

generate_game_modeC

Generate a GameMode class following UE best practices

generate_character_classB

Generate a Character class with health system and common functionality

generate_actor_componentC

Generate an ActorComponent class for reusable functionality

generate_replication_codeB

Generate network replication code for properties and RPCs

generate_data_assetB

Generate a UDataAsset class for storing configuration data

generate_data_tableA

Generate a USTRUCT for use as a DataTable row structure

generate_documentationA

Auto-generate comprehensive documentation from C++ code including comments, metadata, classes, functions, and properties. Creates markdown documentation with detailed API information.

extract_code_metadataA

Extract detailed metadata from C++ code including classes, functions, properties, enums, structs with their comments and specifiers. Useful for analysis and custom documentation generation.

generate_system_diagramB

Create a system architecture diagram in Mermaid format showing class relationships, inheritance, and dependencies. The diagram can be rendered in markdown viewers.

generate_integration_guideA

Generate a comprehensive integration guide for a system showing how to integrate it into an Unreal Engine project with setup steps, code examples, and best practices.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription
Game Project InformationComplete information about the current game project
Game Project SummaryA human-readable summary of the game project
UE5.6+ Knowledge Database SummaryOverview of the Unreal Engine 5.6+ knowledge database with system counts and categories
UE5.6+ Systems CatalogComplete catalog of all Unreal Engine 5.6+ systems with detailed information
UE5.6+ Knowledge TagsAll available tags for categorizing and searching UE5.6+ systems
Generated DocumentationAuto-generated documentation from code and Blueprints with detailed API information

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