uefn-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Capabilities
Features and capabilities supported by this server
| 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 | |
Latest Blog Posts
- Who's Calling? MCP Hosts Are an Identity Blind Spot (And the Spec Knows It)By Om-Shree-0709 on .mcpAgent IdentityOAuth 2.1
- Your AI Chatbot Just Exposed Your CEO's Salary to an InternBy Om-Shree-0709 on .Agent IdentityMCP SecurityOAuth Delegation
- Why MCP Servers Need Execution Sandboxing (And Why Your Current Stack Isn't Enough)By Om-Shree-0709 on .Agentic AiPrompt InjectionWebAssembly
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/dylannalex/uefn-mcp'
If you have feedback or need assistance with the MCP directory API, please join our Discord server