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Glama

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
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
execute_pythonA

Run arbitrary Python code inside the UEFN editor's unreal module.

Use this to explore the editor when the dedicated tools aren't enough: e.g. browsing content with unreal.EditorAssetLibrary, inspecting Fortnite device/actor classes, or calling APIs not wrapped by other tools.

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 success (bool), result (the eval'd value or error text as a string), and output (anything printed/logged).

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 list_content_assets or execute_python to discover available Fortnite device/prop Blueprint paths. location: World location {"x", "y", "z"} in cm. Defaults to origin. rotation: World rotation {"pitch", "yaw", "roll"} in degrees. scale: Actor scale {"x", "y", "z"}. Defaults to (1, 1, 1). label: Optional editor display name (shown in the World Outliner).

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 all_dirty is True, saves all dirty levels instead.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A4.1/5.0

Scored across 11 tools

Disambiguation4/5

Most tools have clearly distinct purposes, but list_actors and get_selected_actors overlap somewhat in returning actor information, and execute_python is a catch-all that could be confused with dedicated tools if misused. Descriptions are clear enough to resolve ambiguity.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern with snake_case, using predictable verbs like list, get, set, delete, spawn, duplicate, and save. No mixed conventions or vague naming.

Tool Count5/5

11 tools is well within the ideal 3-15 range for a UEFN editor server. Each tool covers a distinct editor operation without unnecessary bloat, making the surface manageable and focused.

Completeness4/5

The tool set covers core actor lifecycle (spawn, read, update, delete, duplicate), saving, content browsing, and editor status. Missing operations like property editing or asset creation are mitigated by the execute_python escape hatch, which allows arbitrary editor access.

Maintenance

ActivitySlowing
ResponsivenessNo issues