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    • A
      license
      Not graded
      quality
      C
      maintenance
      Enables AI coding agents to work inside a live Unreal Editor for Fortnite session: write and compile Verse, place and wire Creative devices, edit Scene Graph entities, manipulate actors and assets, take screenshots, run playtests, and read editor logs via MCP.
      MIT
    • A
      license
      B
      quality
      A
      maintenance
      Enables AI assistants to control Unreal Engine via Remote Control API for game development automation, including asset management, actor control, level editing, animation, physics, visual effects, and cinematics creation through natural language.
      1
      164 npm
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      MIT
    • A
      license
      Not graded
      quality
      B
      maintenance
      Enables an agent to drive a running Unreal Engine game via UE4SS by reading/writing UObject properties and calling UFunction, with verdicts that verify whether the requested state change actually happened.
      MIT

    TDQS

    A3.8/5.0

    Scored across 16 tools

    Disambiguation5/5

    Each tool targets a distinct interaction mode: connection, observation, state, input (pad/key/mouse/UI), logging, console, time scaling, and focus. Even overlapping actions like game_mouse vs game_ui_click are explicitly differentiated by target (screen coordinates vs widget tree) and fallback behavior.

    Naming Consistency5/5

    All tools follow the predictable 'game_' prefix with an action verb (connect, log, observe, state, pad, key, mouse, console). The sub-group 'game_ui_*' maintains consistency with a clear sub-domain. No mixed conventions or vague verbs.

    Tool Count4/5

    16 tools is slightly above the ideal 3-15 range but fully justified for a comprehensive UE5 gameplay API covering connection, observation, multiple input methods, UI interaction, and convenience utilities. Each tool serves a clear practical purpose.

    Completeness5/5

    The surface covers the full cycle: connect, observe (screenshot/state), act (pad/key/mouse/UI), read logs, wait for conditions, adjust time scale, and reset input. No obvious dead ends or missing operations for controlling a game; even edge cases like UI failure have explicit fallback guidance.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues