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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
MCP_SECRETNoAdds X-MCP-Secret header to all Remote Control requests
UE5_RC_URLNoRemote Control API base URLhttp://127.0.0.1:30010
UE5_LOG_PATHNoAbsolute path to the .log file
UE5_PROJECT_SOURCENoAbsolute path to your project's Source/ directory
UE5_STAGING_TTL_MSNoMilliseconds before a staged batch expires600000
UE5_ALLOW_FILE_WRITENoMust be exactly 'true' to enable file write toolsfalse
UE5_WRITE_EXTENSIONSNoComma-separated allowed extensions for file writes.cpp,.h

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
}

Tools

Functions exposed to the LLM to take actions

NameDescription
ue5_run_console_commandA

Execute a console command in the running UE5 editor session. Use for stat commands, CVars, level operations, actor spawning, etc. Destructive commands (quit, open, exit) are blocked.

ue5_get_object_propertyA

Read a property value from any UObject in the current level by its full Unreal object path.

ue5_set_object_propertyB

Set a property value on any UObject in the current level. The value must match the expected JSON type for the property.

ue5_call_functionB

Call a Blueprint-callable UFUNCTION on any actor or component by its full Unreal object path.

ue5_search_sourceA

Search C++ and header files in the UE5 project Source directory using a regex pattern. Returns file path, line number, and surrounding context for each match.

ue5_read_fileA

Read the contents of a specific C++ source file in the project Source directory. Supports optional line range to limit output for large files.

ue5_read_logA

Read recent lines from the UE5 output log. Optionally filter to only Error or Warning severity. Reads from the tail of the file to avoid loading multi-GB logs.

ue5_stage_filesA

Stage one or more C++ files in memory for review before writing to disk. Nothing is written until ue5_commit_files is called. Requires UE5_ALLOW_FILE_WRITE=true. Only .cpp and .h files are permitted.

ue5_preview_stagedA

Preview the full content of all staged files before committing to disk. This is the review gate — inspect output before calling ue5_commit_files.

ue5_commit_filesA

Write all staged files (or a subset) to disk. Directories are created if needed. Optionally triggers a hot reload compile afterwards. Requires UE5_ALLOW_FILE_WRITE=true.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A4/5.0

Scored across 10 tools

Disambiguation5/5

Each tool targets a distinct operation: console execution, object property read/write, function invocation, source search/read, log reading, and staged file editing. The only broad tool, run_console_command, is clearly framed as the engine command entry point and does not blur with the object or source tools.

Naming Consistency5/5

All tools share the ue5_ prefix and follow lowercase snake_case with a leading verb: get, set, call, search, read, stage, preview, commit. The naming pattern is highly predictable and makes the tool surface easy to navigate.

Tool Count5/5

Ten tools is well within the ideal range for a domain-specific MCP server. The set covers object inspection/mutation, console commands, source code access, log reading, and a safe file-writing workflow without unnecessary redundancy.

Completeness4/5

The core workflows are well covered, especially the staged file edit lifecycle and source/log access. The main gap is that object property and function tools require full Unreal object paths, but there is no dedicated tool for listing or discovering objects and actors; agents must rely on console commands as a workaround.

Maintenance

ActivityInactive
ResponsivenessNo issues