uefn-mcp
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 | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| execute_pythonA | Run arbitrary Python code inside the UEFN editor's Use this to explore the editor when the dedicated tools aren't enough:
e.g. browsing content with Args: code: Python source to run. For "statement"/"eval" it must be a single expression/statement; for "file" (default) it can be a full multi-line script. mode: One of "file" (default, runs as a script), "statement" (executes and prints one statement), or "eval" (evaluates one expression and returns its value). Returns:
dict with |
| get_editor_statusA | Check connectivity and report basic info about the connected UEFN editor (project file, current level name, engine version, actor/selection counts). |
| list_actorsA | List actors currently placed in the loaded level. Args: class_name: If set, only return actors whose class name contains this substring (case-insensitive), e.g. "StaticMeshActor". limit: Maximum number of actors to return. |
| get_selected_actorsA | Return the actors currently selected in the UEFN editor viewport/outliner. |
| spawn_actorA | Spawn an actor into the loaded level. Args:
class_path: Object path of the class to spawn. Either a native class
(e.g. "/Script/Engine.StaticMeshActor") or a Blueprint class
asset path (e.g. "/Game/Devices/BP_MyDevice.BP_MyDevice"). Use
|
| delete_actorA | Delete the actor with the given editor label (World Outliner name). |
| get_actor_transformA | Get the world transform (location/rotation/scale) of the actor with the given label. |
| set_actor_transformA | Move/rotate/scale the actor with the given label. Any of location, rotation, or scale left unset is left unchanged. |
| duplicate_actorA | Duplicate the actor with the given label, optionally offsetting the copy's world location and giving it a new editor label. |
| list_content_assetsA | Browse assets in the content browser (props, Blueprints, materials, etc.). Args: path: Content path to search, e.g. "/Game" or "/Game/Devices". class_names: If set, only return assets whose class name is in this list (e.g. ["StaticMesh", "Blueprint"]). recursive: Whether to search subfolders. limit: Maximum number of assets to return. |
| save_levelA | Save the current level. If |
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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