MCPBridge Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
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
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| test_connectionA | Ping the UE4 Python listener. Returns connection status, engine version, and project info. |
| python_proxyA | Execute arbitrary Python code inside the UE4 editor. Has full access to the unreal module. Use for prototyping or operations not covered by dedicated tools. |
| restart_listenerA | Restart the Python listener without restarting Unreal. Use after modifying listener code. |
| ue_logsB | Fetch recent UE4 log entries. |
| bridge_clear_logA | Reset the MCP output-log cursor marker. Does not delete or truncate the UE log. |
| clear_output_logD | Alias for bridge_clear_log. |
| bridge_command_manifestA | Return command names currently registered in the live Unreal listener. |
| helpA | Show documentation for available tools. |
| project_infoA | Return current UE project name, engine version, project path, content directory, and loaded level. |
| asset_listA | List assets with optional filters. Returns asset paths, types, and names. |
| asset_infoA | Return detailed info for a single asset: type, bounds, material slots, LOD count. |
| asset_load_diagnosticsC | Diagnose asset loads, Blueprint generated classes, dependencies, referencers, and script class availability. |
| asset_save_manyA | Save only the explicit asset paths passed in. Safer than project-wide save-all. |
| project_enable_pluginsA | Enable one or more plugins in the current .uproject and report whether an editor restart is required. |
| input_mapping_infoA | Inspect Unreal input action and axis mappings. Use this to validate bindings like PF_Pause to Escape when physical key injection is unavailable. |
| actor_spawnA | Spawn an actor from an asset path at a given location/rotation/scale. Returns validation results by default. |
| actor_duplicateA | Duplicate an existing actor with an optional offset. Returns validation results by default. |
| actor_deleteB | Delete actors by name or name pattern (supports * and ? wildcards). |
| actor_modifyA | Change an actor's location, rotation, scale, mesh, or visibility. Returns validation results by default. |
| actor_organizeA | Move actors into World Outliner folders. |
| actor_snap_to_socketC | Snap one actor to another actor's named socket. |
| batch_spawnB | Spawn multiple actors in one call. Each spawn definition uses the same format as actor_spawn. |
| placement_validateB | Check actors for gaps, overlaps, and alignment issues. |
| level_actorsA | List actors in the current level with optional filters. Returns name, class, folder, and optionally transforms and components. |
| level_saveA | Save the current level and optionally all dirty assets. |
| level_outlinerA | Return the World Outliner folder tree structure with actor counts per folder. |
| viewport_screenshotA | Capture the active viewport to a PNG file. Returns the absolute filesystem path so Claude Code can read the image. |
| viewport_cameraA | Set viewport camera position, rotation, and/or FOV. Preserves existing values for parameters not provided. |
| viewport_modeA | Switch to a standard view: top, front, right, left, back, bottom, perspective. |
| viewport_focusA | Focus the viewport camera on a named actor. Returns camera state and actor bounding box. |
| viewport_render_modeA | Change viewport render mode: lit, unlit, wireframe, detail_lighting, lighting_only, light_complexity, shader_complexity, collision. |
| viewport_boundsA | Return current viewport camera position, rotation, and state. Read-only query. |
| viewport_fitA | Fit actors into the viewport frame. If actor_names is empty or omitted, fits all actors in the level. |
| viewport_look_atA | Point camera at coordinates or actor without moving camera position. If both are provided, actor_name takes priority. |
| material_listA | List materials in the project with optional filtering by path, name, and type. |
| material_infoA | Get detailed information about a material: parameters, textures, parent chain. |
| material_createB | Create a new material or material instance. Provide parent and type 'instance' for material instances. |
| material_applyB | Apply a material to an actor's mesh component. Returns validation by default. |
| blueprint_listA | List Blueprint assets with optional filtering by path, name, and parent class. |
| blueprint_infoB | Get detailed Blueprint structure: components, variables, functions, event graphs, parent chain. |
| blueprint_createC | Create a new Blueprint class with optional components and variables. |
| blueprint_compileA | Compile a Blueprint and return success/failure with error details. Success means the compile ran, check 'compiled' and 'had_errors' for actual result. |
| blueprint_documentB | Generate a human-readable text summary of a Blueprint's structure, variables, and components. |
| blueprint_build_from_jsonA | Builds a Blueprint event graph from a JSON node/connection description. Supported node types: BeginPlay, PrintString, Delay, CallFunction. Node objects accept an optional 'params' key to set pin default values by PinName. Connections use 'nodeId.exec' format for exec pin wiring. |
| anim_blueprint_build_from_jsonA | Build an Animation Blueprint from a JSON specification. Creates the AnimBP asset with the given skeleton and populates the anim graph from the JSON spec (state machines, blend spaces, slots, etc.). |
| blueprint_build_from_descriptionA | Build a Blueprint event graph from high-level pattern templates. Each step references a named pattern with optional parameters. Exec flow is auto-wired between steps. Available patterns: on_begin_play, print_string, print_float, get_actor_location, loop_print, move_actor_up |
| undoA | Undo the last N operations using UE4's transaction system. |
| redoA | Redo previously undone operations. |
| history_listC | Show operation history with timestamps and parameters. |
| checkpoint_createB | Create a named save point (level save + metadata snapshot). |
| checkpoint_restoreA | Restore to a named checkpoint by undoing operations since it was created. |
| batch_operationsB | Execute multiple tool calls in a single request with shared validation. |
| prompt_generateA | Generate complete Unreal Engine 4.27 gameplay systems from a natural language prompt. Creates Blueprints, Widget Blueprints, materials, data assets, maps, actors, and input mappings. Supports genres: puzzle_fighter, menu_system, horror, platformer, inventory, generic. Use dry_run=true to preview the build spec without creating any assets. |
| prompt_statusA | Check PromptBrush system status: BlueprintGraphBuilder availability, WidgetBlueprintBuilder availability, output directory path, and manifest count. |
| prompt_spec_listA | List previously generated build specs from the PromptBrush output directory. Each entry shows feature name, genre, and the original prompt. |
| widget_title_templateA | Return a polished UMG title or lower-third widget JSON spec with named fade-in and fade-out animations. Does not create an asset. |
| widget_title_card_createB | Create a centered cinematic title-card Widget Blueprint with styled text, background treatment, and FadeIn/FadeOut animation specs. |
| widget_lower_third_createA | Create a broadcast-style lower-third Widget Blueprint with styled title/subtitle text and FadeIn/FadeOut animation specs. |
| widget_build_from_jsonA | Create a Widget Blueprint from a JSON widget tree using WidgetBlueprintBuilderLibrary. Creates the asset at package_path/asset_name and populates the designer tree. |
| gameplay_pie_startA | Launch a Play In Editor (PIE) session and wait until the game world is ready (up to 30s). Returns success once the PIE-ready log marker is found. Call this before gameplay_run_acceptance_tests or gameplay_telemetry_snapshot. |
| gameplay_pie_stopA | End the current PIE session. |
| gameplay_telemetry_snapshotA | Capture the current PIE runtime state: new log lines since last snapshot, possessed pawn class, visible widget class names, AI controller states, and PIE world name. PIE must be running. |
| gameplay_run_acceptance_testsA | Run structured acceptance test predicates against a live PIE session. PIE must already be running (call gameplay_pie_start first). Returns pass/fail per predicate with observed value. Predicates: 'pawn_possessed:ClassName', 'widget_visible:WidgetName', 'log_contains:String', 'ai_state:ActorName:StateName', 'survive:N' (N seconds without crash). |
| pp_volume_spawnA | Spawn a PostProcessVolume with full settings control. Supports bloom, exposure, color grading, DOF, chromatic aberration, grain, vignette, motion blur, SSR, lens flare, and more. |
| pp_volume_modifyA | Modify an existing PostProcessVolume's settings. Settings merge with existing values. |
| pp_presetB | Apply a named post-processing preset. Creates or updates a PP volume. Presets: horror, cyberpunk, noir, dream, underwater, surveillance, vhs_glitch, damage, drunk, frozen, nuclear, sepia, cinematic, neon, thermal. |
| camera_shake_blueprintA | Create a CameraShake Blueprint asset with oscillation parameters. Shake presets: explosion, hit, earthquake, gunfire, footstep, ambient, electric_shock, glitch_shake. Or set individual rot_pitch/yaw/roll_amp/freq, loc_x/y/z_amp/freq, fov_amp/freq values. |
| camera_shake_playB | Play a camera shake during PIE. Requires PIE to be running. |
| camera_shake_spawnA | Spawn a CameraShakeSourceActor in the level. Emits shake within inner/outer radius during PIE. |
| camera_shake_triggerB | Spawn a C++ ShakeTriggerActor: plays camera shake when the player overlaps its trigger box during PIE. Python builds, C++ executes -- the reliable pattern. |
| console_effectB | Toggle rendering features via console commands. Commands: freeze_rendering, show_fps, screen_percentage, temporal_aa, fxaa, motion_blur, bloom, eye_adaptation, tonemapper, ssr, ao, dof, aa_quality, shadow_quality, view_distance_quality, post_process_quality. |
| project_index_rebuildA | Rebuild the lightweight project intelligence index under Saved/MCP/index. Scans assets, Blueprints, materials, widgets, level actors, and design memory using existing read-only bridge handlers. |
| project_index_queryA | Search the cached project intelligence index. Use this before editing to find existing assets, Blueprint structures, dependencies, and patterns. |
| project_semantic_diffA | Compare indexed before/after snapshots for semantic changes in Blueprints, widgets, materials, level actors, and dependencies. If snapshots are omitted, compares cached index data against a fresh read. |
| gameplay_pattern_searchA | Find reusable gameplay patterns in indexed Blueprints, widgets, and level actors using deterministic heuristics. Patterns include overlap logic, key-door flows, prompt widgets, objective chains, and interactables. |
| title_manifest_createA | Create and persist a JSON title manifest using normalized screen boxes, frame timing, and style metadata. Stores output in Saved/MCP/titles by default. |
| title_manifest_validateB | Validate a title manifest for normalized boxes, valid cue types, positive frame rate, and frame timing. |
| title_manifest_from_referenceB | Create a manifest from measured reference-frame pixel boxes by converting them into normalized screen boxes. |
| title_widget_build_from_manifestA | Build WBP_TitleRenderer from a title manifest, or return the generated widget spec with dry_run=true. |
| title_controller_createC | Create a BP_TitleController implementation spec that owns the widget and updates cues from Sequencer frame numbers. |
| title_sequence_bindB | Create a Level Sequence binding spec for driving BP_TitleController from frame numbers. This is a v1 scaffold until the bridge has full Sequencer event-track authoring. |
| title_render_compareA | Compare a UE-rendered title frame against a reference still and report pixel error for the full image or region. |
| title_manifest_adjustC | Apply measured correction passes to a manifest by changing cue boxes, frame timing, text, role, or name fields. |
| blueprint_inspectA | Read Blueprint structure: graphs, functions, variables, macros, interfaces, event dispatchers, components (SCS), nodes in a graph with pins and links, single node detail, or node search. Use before editing to resolve graph names, node GUIDs, and pin names. |
| blueprint_add_variableA | Add a member variable to a Blueprint, then compile and save. |
| blueprint_remove_variableA | Remove a member variable from a Blueprint, then compile and save. |
| blueprint_set_variable_defaultA | Set a member variable's default value, then compile and save. |
| blueprint_add_functionA | Create a user function graph on a Blueprint with typed inputs/outputs, then compile and save. Returns the function graph name. |
| blueprint_remove_functionA | Remove a user function graph by name, then compile and save. |
| blueprint_add_event_dispatcherA | Create an event dispatcher (multicast delegate) with an optional parameter signature, then compile and save. |
| blueprint_remove_event_dispatcherA | Remove an event dispatcher by name, then compile and save. |
| blueprint_add_interfaceA | Implement a Blueprint Interface on a Blueprint, then compile and save. |
| blueprint_remove_interfaceA | Remove an interface implementation (deletes its generated function graphs), then compile and save. |
| blueprint_component_removeA | Remove a component (SCS node) from a Blueprint; children re-parent to the removed node's parent. Compiles and saves. |
| blueprint_component_renameA | Rename a component (SCS node) on a Blueprint, then compile and save. |
| blueprint_node_addA | Add a node to a Blueprint graph. Returns the new node's GUID for pin wiring. node_type is a registered factory: CallFunction, Event, CustomEvent, VariableGet, VariableSet, Branch, Sequence, Knot, Comment, Cast, CreateWidget, SpawnActor, MacroInstance, MakeStruct, BreakStruct, Select, FormatText, SwitchEnum, SwitchInt, SwitchName, SwitchString, MultiGate, DoOnceMultiInput, InputAction, InputAxisEvent, InputKey, AddDelegate, RemoveDelegate, CallDelegate, and more. config keys are camelCase and depend on node_type: CallFunction {targetClass, functionName}; Event {parentClass, eventName}; CustomEvent {eventName, parameters?}; VariableGet/VariableSet {varName, scope?}; Cast {targetClass, purity?}; SpawnActor {actorClass}; CreateWidget {widgetClass}; MakeStruct/BreakStruct {structType}; Comment {text}; MacroInstance {macroBP, macroName}. EXCEPTION: input nodes use snake_case keys - InputAction {action_name, consume_input?}, InputAxisEvent {axis_name}, InputKey {key}. Class paths use /Script/Module.Class form. Compiles and saves. |
| blueprint_node_deleteA | Delete a node by GUID (links broken first), then compile and save. |
| blueprint_node_moveA | Move a node to a new graph position, then compile and save. |
| blueprint_node_set_enabledA | Enable or disable a node by GUID, then compile and save. |
| blueprint_pins_connectA | Connect two pins between nodes. The connection is validated by UEdGraphSchema_K2::CanCreateConnection before linking - incompatible types fail cleanly with no graph change. Compiles and saves on success. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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