UE5-MCP-Server
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 | {} |
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 | |
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