IRSofka Workstation MCP
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- AlicenseDqualityCmaintenanceEnables AI clients to control and inspect a Unity Editor through MCP tools for scene and play-mode operations, logs, screenshots, assertions, Lua execution, UI interaction, world observation, and bridge management; advanced UI/Lua/world features require project-specific adapters.41MIT
- AlicenseAqualityAmaintenanceEnables AI agents to operate the Unreal Editor via MCP: reading, creating, and editing blueprints at the node level, authoring materials and UMG widgets, auditing projects, and verifying runtime behavior in PIE with read-back checks.341Apache 2.0
- AlicenseNot gradedqualityCmaintenanceEnables 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
- FlicenseNot gradedqualityCmaintenanceEnables AI engines to call Unreal Engine editor operations across world, blueprint, material, media, vision, and pipeline domains through a local bridge, returning honest UNAVAILABLE status when no plugin listener is present.-
- AlicenseNot gradedqualityCmaintenanceEnables any MCP client to drive the Fortnite map editor through typed, safety-validated tools — placing and tagging props, renaming assets with Verse-reference pre-flight, authoring prefabs, exporting textures for visual identification, and searching the project's Verse API digests. An in-editor listener executes the operations on the editor's main thread over HTTP.MIT
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TDQS
Scored across 7 tools
Each tool maps to a clearly distinct domain: world actors, blueprints, materials, media, viewport vision, pipeline orchestration, and bridge status. The only possible overlap is ue_pipeline invoking operations from other tools, but its ordered-multi-step purpose is explicitly different from direct domain calls.
All tools follow a consistent ue_<domain> naming pattern with lowercase snake_case-like names. The convention is predictable and readable across the entire set.
Seven tools is well within the ideal range and matches the server's domain-grouped design. Each tool represents a coherent editor subsystem rather than an arbitrary or redundant operation.
The surface covers many major editor areas, but there are notable lifecycle gaps such as blueprint component/event authoring, material deletion or graph editing, and sequencer keyframe editing. These gaps are workable in some cases but will likely cause agent dead ends for common Unreal workflows.