FlaxMCP-Live
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- AlicenseBqualityCmaintenanceDrive the Unreal Engine 5.7 editor from any MCP client over a local TCP socket - 105 editor-automation tools (72 native C++ handlers + 33 bridge-side): actors, levels, materials, Blueprints, sequencer, rendering, asset import, editor Python. Native C++ plugin + thin Python bridge, ~50ms round-trips. MIT.1009MIT
TDQS
Scored across 57 tools
Most tools have distinct purposes and the descriptions clarify live-editor versus file-based contexts. However, several pairs overlap in practice: editor_find_actors vs scene_find_actor, editor_scene_graph vs scene_outline, and editor_compile vs build_compile_scripts vs build_check_scripts. editor_job_start also duplicates blocking editor operations, so the large surface creates real selection ambiguity.
Names are consistently snake_case and grouped by clear functional prefixes such as editor_, content_, scene_, build_, logs_, project_, and job_. Within those prefixes some names are noun-first (editor_actor_details, editor_scene_graph, editor_play_mode) while others are verb-first (editor_find_actors, editor_create_actor), so it is not a pure verb_noun convention, but it remains predictable.
With 57 tools, the surface is far beyond the typical well-scoped range and well past the 25+ threshold for being heavy. Even though the tools are grouped into coherent domains, the sheer count makes reliable tool selection difficult for an agent.
Coverage is broad: project metadata, scene inspection, live actor manipulation, materials, builds, logs, screenshots, play mode, events, and jobs are all represented. Notable gaps remain around asset lifecycle operations (delete/rename/import), broader component creation beyond BoxCollider/StaticModel, script removal, and prefab creation, though generic member access and game commands provide workarounds.