Skip to main content
Glama
RBG-WebDesign

MCPBridge Server

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
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/RBG-WebDesign/MCPBridge-Server'

If you have feedback or need assistance with the MCP directory API, please join our Discord server