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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Capabilities

Features and capabilities supported by this server

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

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