Skip to main content
Glama
IRSofka Workstation MCP

IRSofka Workstation MCP

by irsjofka-alt

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

CapabilityDetails
tools
{}
resources
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
ue_worldB

Scene actors on the editor side: spawn / bulk_spawn / duplicate / set_transform / get_transform / attach / delete / get_all_actors / select_actors / set_lighting / set_physics / set_visibility / set_folder / set_tags / set_material / level_streaming. spawn resolves friendly class names to /Script/Engine.* and refuses to send one it cannot resolve; set_transform reads the transform back and reports what actually landed.

ue_blueprintC

Blueprint authoring: create / add_variable / add_function / add_call_function / connect_pins / set_pin_default / compile / get_summary.

ue_materialC

Materials and instances: create_material / create_instance / set_parameter / set_texture / set_static_switch / get_parameters.

ue_mediaC

Audio, Niagara and Sequencer: import_sound / bind_sound / play_sound / spawn_niagara / set_niagara_parameter / create_sequence.

ue_visionC

Viewport eyes: capture (active viewport as an image) and frame (move the camera onto an actor).

ue_pipelineC

Run ordered steps in one call with PARTIAL reporting: a step that fails does not erase the ones that already ran, and an editor that stops answering aborts the rest instead of dropping them silently.

ue_statusA

Bridge facts: endpoint, whether the editor answers, the class table this server resolves, and how many steps a pipeline may take.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription
Bridge protocolthe framing the editor's socket answers, read from the plugin source
Class tablewhich short class names this server resolves, and why

TDQS

B3.2/5.0

Scored across 7 tools

Disambiguation5/5

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.

Naming Consistency5/5

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.

Tool Count5/5

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.

Completeness3/5

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.