ue5-automation
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
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
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| ue5_check_healthA | Check bridge/editor health: engine version, project name, loaded bridge API list. Call this first to confirm the editor is reachable before any write operation. Returns {engine_version, project, bridge_apis[]}. | 健康检查:引擎版本、项目名、bridge API 清单;任何写操作前先调用。 |
| ue5_run_diagnosticsA | Full bridge diagnostics: complete C++ API method matrix and any missing critical APIs. Use when a tool fails with an API-missing error, or after upgrading/replacing the bridge DLL. | Bridge 诊断:全部 C++ API 方法矩阵 + 关键 API 缺失项。 |
| ue5_list_assetsA | List asset paths under a content folder (default /Game/). Use to discover what exists before reading or editing. recursive=true walks subfolders. | 列出 /Game 资产路径(recursive 控制是否递归)。 |
| ue5_read_blueprintA | Read a Blueprint asset: level L1 = class info + variables + CDO, L2 = node graph + connections, full = both. Read-only and safe to call any time. Returns structured JSON (Markdown/Mermaid reports available via the CLI reader). | 读取蓝图(L1 类信息+变量+CDO / L2 节点+连线 / full)。 |
| ue5_read_nodesA | Read Blueprint nodes: titles, positions, GUIDs and pin defaults. Omit graph_name to search all graphs. Use before connecting pins so you have the GUIDs. | 读取蓝图节点(不传 graph_name = 全图搜索)。 |
| ue5_read_connectionsA | Read the Blueprint's connection topology (which pin connects to which node/pin). Use to verify wiring before and after edits. | 读取蓝图连线拓扑。 |
| ue5_build_blueprintA | Create a Blueprint from scratch in one atomic call: asset + variables + components + interfaces + events + function nodes + connections + optional compile. If any step fails, assets created by this call are rolled back. spec fields: blueprint_name (or name), package_path, parent_class, variables[{name,type,default_value,category}], components[{name,component_class,properties}], interfaces[str], events[{event_name|name,pos}], functions[{function_name|name, target_class, function_path, defaults:{pin:val}, pos}], connections[{src_node,src_pin,dst_node,dst_pin}], compile_after. Node references accept 32-hex GUIDs (recommended) or titles. | 创建蓝图(原子化:失败回滚已建资产)。 |
| ue5_build_batchA | Create multiple Blueprints in one atomic batch: if any blueprint fails, all assets created by this batch are rolled back. Prefer ue5_build_blueprint unless multi-asset atomicity is actually needed. | 批量创建蓝图(原子化:任一失败回滚本批已建资产)。 |
| ue5_compile_blueprintA | Compile a Blueprint, read back the compile status and scan the log for error patterns. The real compile result is reported: a failed compile returns failure with log evidence, never a fake success. | 编译蓝图 + 回读编译状态 + 日志错误模式扫描。 |
| ue5_compile_and_diagnoseA | Compile a Blueprint AND return structured compiler errors: each error carries asset/function/node_name plus node_guid (the positioning key for incremental edit tools), pin hint when parseable, and a rule-map pitfall_ref/fix_hint. Fields that cannot be parsed are null — never fabricated. Use this instead of ue5_compile_blueprint when a compile fails and you need to locate and fix the offending nodes. fix_hint is advisory only, never a substitute for your own analysis. | 编译蓝图 + 结构化错误诊断(node_guid 定位 + 规则库映射);编译失败需定位修复时用它替代 ue5_compile_blueprint。fix_hint 仅供参考,不代替模型判断。 |
| ue5_search_blueprint_nodesA | Search callable nodes in a Blueprint (events / function candidates / flow control / variables) WITH full pin signatures — read-only. Use this BEFORE ue5_apply_blueprint_graph to get accurate targets and pin signatures for the GraphSpec. Engine-library candidates carry names + owning class; their pins are honestly empty (pure-Python channel cannot read UFunction signatures) and say so. | 只读搜索蓝图可调用节点(事件/函数/流程控制/变量候选)+ 完整引脚签名。写 ue5_apply_blueprint_graph 的 GraphSpec 前先调它拿准确签名;引擎库候选如实不带引脚(纯 Python 通道读不到 UFunction 签名)。 |
| ue5_apply_blueprint_graphA | Declarative whole-graph write: one atomic transaction builds/wires the GraphSpec, compiles outside it, verifies by read-back, rolls back on failure. Main path for graph logic; build the spec from ue5_search_blueprint_nodes first. Node-level tools (ue5_connect_pins / ue5_delete_node) only for surgical fixes. | 整图写入主路径:原子事务 + 读回 verified + 失败回滚;先 search 再 apply。 |
| ue5_connect_pinsA | Connect pins with triple topology verification (existence, type compatibility, read-back). Node references accept titles or 32-hex GUIDs; ambiguous titles are rejected (fail-loud) — use GUIDs when titles repeat. | 引脚连线(三重拓扑验证;标题歧义 fail-loud 拒绝)。 |
| ue5_disconnect_pinB | Disconnect every connection attached to one pin of a node, verified against the live topology. | 断开节点某引脚的全部连线(按实时拓扑验证)。 |
| ue5_delete_nodeA | Delete a Blueprint node. dry_run=true only checks references without deleting — use it first for nodes that may be referenced elsewhere. | 删除节点(dry_run 仅检查引用,不删除)。 |
| ue5_save_assetA | Save an asset to disk; only_if_is_dirty=true skips clean packages. Saves are scoped to the asset's own package — this tool never triggers a whole-project save. | 保存资产落盘(only_if_is_dirty=true 仅脏包写盘;作用域=该资产包,绝不全工程保存)。 |
| ue5_delete_assetA | Delete an asset with reference checks and read-back verification. Save scope = referencing packages only. | 级联删除资产(删后回读验证;保存作用域=引用者包)。 |
| ue5_start_pieA | Start PIE (play/simulate) asynchronously. Poll with ue5_read_pie_state until is_playing=true. Use to verify that logic actually RUNS, not just that it compiles. | 启动 PIE/Simulate(异步;用 ue5_read_pie_state 轮询确认)。 |
| ue5_stop_pieB | Stop the running PIE/Simulate session. | 结束 PIE/Simulate 会话。 |
| ue5_read_pie_stateA | Read PIE state: is_playing, world name, paused, game time. Poll this after ue5_start_pie before reading runtime actors/properties. | PIE 状态:is_playing / 世界名 / 暂停 / 游戏时间。 |
| ue5_list_pie_actorsA | Enumerate live Actors in the PIE world (runtime objects; their paths contain UEDPIE_0_). Filter by actor_class and/or name_filter substring; limit caps the result count. | 枚举 PIE 世界 Actor(运行时对象)。 |
| ue5_read_pie_propertyA | Read a runtime Actor property in PIE; omit property_name to list candidate property names first. Use this to prove game logic ran (e.g. health changed after a pickup). | 读 PIE 中 Actor 属性(property_name 空 = 列候选属性名)。 |
| ue5_set_pie_transformA | Teleport a PIE Actor at runtime (location and/or rotation, at least one), with read-back verification of the new transform. | 运行时传送 PIE Actor(location/rotation 至少一个;带回读验证)。 |
| ue5_screenshotA | Screenshot for visual self-check (edit -> screenshot -> inspect -> fix). source: editor_viewport | agent_camera (camera {pitch,yaw,roll} required) | pie (fails loudly if PIE not running). Returns an image block + saved_path / camera_used provenance; PNG also saved for the dashboard. | 视觉自检截图;camera_used 可溯源,PIE 未运行 fail-loud。 |
| ue5_task_beginA | Declare a task for the dashboard: goal, asset, understanding, approach, steps. One active task at a time; close with ue5_task_end. | 声明任务(意图/计划/步骤),面板据此展示脉络。 |
| ue5_task_stepA | Report task progress against the declared plan: step_id (from ue5_task_begin steps) + status running|done|failed|skipped, or a free note when between steps. evidence may carry screenshot paths / error counts for the dashboard. | 上报进度:step_id 定位计划步骤 + status;步骤间可发 note 自由注记;evidence 可带截图路径/错误数作为证据。 |
| ue5_task_endA | Close the active task with a retrospective: status success|failed|aborted, summary (what was implemented), lessons (practical takeaways - what to avoid over-complicating next time, better approaches found). Dashboard shows duration, failed steps, and the retrospective. | 收尾复盘:status 必填;summary 实现了什么;lessons 实操经验(下次避免简单问题复杂化/新方法)。面板自动算总耗时与失败步骤。 |
| ue5_task_listB | List journalized tasks (active + history) with their plans, progress and retrospectives. | 列出任务日志(进行中 + 历史),含计划/进度/复盘。 |
| ue5_read_logsA | Read the UE log: cursor=0 returns the tail (last |
| ue5_run_batchA | Execute a whitelisted-command batch in one request (multi-step task in a single round trip); stops on the first failing step by default. For a single operation prefer the dedicated tool — this is for sequences. | 白名单命令批量执行(单次请求多步;任一步失败默认中止)。 |
| ue5_execute_commandA | Escape hatch: run any whitelisted bridge command by name — the full 101-command surface, including capabilities without a dedicated tool (materials, UMG widgets, and other advanced operations). Prefer the dedicated tool whenever one exists for the operation; this generic entry point is the last resort and its arguments are less validated. Use ue5_tool_search{query} to find exact command names and their params. 101 commands cover materials/UMG/tasks/undo/PIE/logs/batch. Unknown command → fail-loud拒绝。| 白名单透传;命令名用 ue5_tool_search 查。 |
| ue5_verify_scenarioA | Run a scripted acceptance scenario in PIE and emit a JUnit report: wait / assert property / screenshot / log_contains / command steps, with automatic PIE start/stop and a total timeout. Destructive commands are rejected unless allow_destructive=true. Returns verified + per-step evidence + junit_path (CI-consumable). | 场景化验收:PIE 内逐步等待/断言/截图/日志/命令,自动起停 PIE,总超时保护;高危命令默认拒绝。verified 是唯一判据。 |
| ue5_verify_behaviorA | Assert runtime behavior: read a live property and compare with the expected value (exact / tolerance / contains), optionally capture a PIE screenshot as evidence. Requires PIE/Simulate running; mismatch is fail-loud. | 行为验证:读运行时属性与期望比对(支持数值容差/子串),可附截图证据;PIE 未运行会 fail-loud。 |
| ue5_tool_searchA | Search the 101 whitelisted commands and the MCP tools by keyword; returns command names, params and one-line descriptions. Use this before execute_command to discover capabilities without a dedicated tool. | 按关键词检索白名单命令/MCP 工具(参数与一句话说明);调用 execute_command 前先用它查命令名。 |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 34 tools
Most tools target a distinct resource+action and the descriptions actively route the agent (apply_blueprint_graph is the 'main path', connect_pins/delete_node are 'surgical fixes'; compile_and_diagnose is the fallback for compile_blueprint). A few boundaries still need the prose to separate: compile_blueprint vs compile_and_diagnose, check_health vs run_diagnostics, verify_behavior vs verify_scenario, and build_blueprint vs build_batch vs apply_blueprint_graph. The 'prefer X unless Y' guidance makes these resolvable, so overlap is minor rather than confusing.
Nearly all tools use the ue5_ verb_noun snake_case pattern (start_pie, read_pie_state, connect_pins, delete_asset, verify_behavior). Minor deviations: noun-first task_list and tool_search break the verb_noun ordering of task_begin/task_step/task_end, and screenshot is a bare noun. The convention is still readable and predictable overall.
34 tools is above the comfortable band and the surface is heavy for an agent to hold in context, with the 101-command escape hatch meaning some dedicated tools are conveniences. However, the domain genuinely spans Blueprint authoring, PIE runtime verification, asset management, acceptance scenarios, tasks, and diagnostics, and each tool maps to a real capability rather than a duplicate. Borderline-heavy but not bloated.
Blueprint coverage is near-complete (search/read/create/apply/wire/disconnect/delete/compile/diagnose), plus full PIE lifecycle and runtime assertion, screenshots, logs, asset list/save/delete, and an execute_command/tool_search escape hatch for materials and UMG. Gaps are minor: no asset rename/duplicate, no pause/resume PIE, and non-Blueprint asset creation only via the generic command path.