UE5-MCP-Server
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 | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 20 tools
Most tools have clearly distinct purposes. There is slight overlap between get_property/set_property and call_function for property access, but descriptions clarify when to use each.
All tools use a consistent 'ue5_' prefix and mostly follow verb_noun snake_case. Minor deviations include 'new_level' (adjective+noun) and 'ping' (verb only).
With 20 tools, the scope is well-calibrated for Unreal Engine editor automation, covering asset management, level operations, actor manipulation, and debugging without being excessive.
The tool set covers core CRUD operations for assets and actors, level management, and property access. Minor gaps exist, such as limited support for component properties and no explicit undo tool, but these are workable.