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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
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
ue5_pingA

Checks whether the UE5 editor is reachable via the Web Remote Control API. Call this first to verify the connection before attempting other operations.

ue5_execute_console_commandA

Executes an Unreal Engine console command in the editor. NOTE: UE5 does not return success/failure for console commands — the response will be empty even if the command is invalid.

ue5_call_functionB

Calls a UFUNCTION on a UObject via the Web Remote Control API. IMPORTANT: Some functions on component sub-objects (e.g., LightComponent, RootComponent) are marked 'unavailable remotely'. Use actor-level functions like SetActorScale3D, SetActorTransform instead.

ue5_get_propertyA

Gets the value of a UPROPERTY on a UObject. NOTE: Component properties (e.g., RootComponent, LightComponent) are often unavailable remotely. Use ue5_call_function with getter functions instead.

ue5_set_propertyA

Sets the value of a UPROPERTY on a UObject. Supports undo (Ctrl+Z). NOTE: Component properties (e.g., RootComponent, LightComponent) are often unavailable remotely. Use ue5_call_function with setter functions like SetActorScale3D instead.

ue5_get_all_level_actorsA

Gets all actors currently in the active editor level. Returns an array of actor object paths.

ue5_spawn_actorA

Spawns an actor in the level from a static mesh asset or an actor class. Use objectPath for static meshes (e.g., '/Engine/BasicShapes/Cube.Cube') or actorClass for native classes (e.g., '/Script/Engine.DirectionalLight').

ue5_destroy_actorB

Removes an actor from the current level by its object path.

ue5_set_materialA

Applies a material to a StaticMeshComponent on an actor. The component is accessed as '.StaticMeshComponent0'.

ue5_list_assetsA

Lists assets in a Content Browser directory. Use '/Game' for project assets, '/Engine' for engine assets.

ue5_new_levelB

Creates and opens a new empty level at the given asset path.

ue5_save_levelB

Saves the currently open level.

ue5_rename_assetC

Renames an asset in the Content Browser.

ue5_duplicate_assetC

Duplicates an asset in the Content Browser.

ue5_delete_assetC

Deletes an asset from the Content Browser.

ue5_save_assetC

Saves a specific asset.

ue5_build_lightingA

Builds light maps and reflection captures for the level. NOTE: This may take a long time and block the editor.

ue5_pilot_actorA

Pilots an actor in the active editor viewport. Useful for seeing through a CameraActor.

ue5_eject_pilotA

Ejects the currently piloted actor in the editor viewport.

ue5_spawn_actors_batchB

Spawns multiple actors in sequence. Useful for generating forests or large scenes quickly.

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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