Skip to main content
Glama
nodormu

unreal-mcp-additional-tools

by nodormu

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
{
  "listChanged": true
}
resources
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
execute_pythonA

Execute arbitrary Python code in the Unreal Editor's Python environment. Has access to the full unreal module.

execute_console_commandA

Run a console command in the Unreal Editor (e.g., 'stat fps', 'stat unit', 'r.SetRes 1920x1080').

get_connection_statusA

Check which Unreal Engine transports are currently connected (Remote Control, Python, Plugin Bridge).

duplicate_actorsC

Duplicate actors by name.

set_actor_tagsC

Set tags on an actor.

import_assetB

Import an external file (FBX, PNG, WAV, etc.) into the project.

export_assetC

Export an asset to an external file format.

validate_assetsA

Run data validation on assets in a directory and return the actual results (pass/fail counts and a per-validator breakdown), not just a completion flag.

fix_redirectorsA

Clean up asset redirectors in the project (runs FixUpRedirects commandlet).

resave_packagesB

Bulk resave all packages in the project (runs ResavePackages commandlet).

content_auditA

Run content audit to find costly or problematic assets (runs ContentAudit commandlet).

consolidate_assetsB

Consolidate duplicate assets — replace references from source assets to a target asset.

build_targetB

Build a C++ target using UnrealBuildTool. Compiles the project's C++ code.

build_cook_runA

Full BuildCookRun pipeline — build, cook, stage, package, and optionally deploy/run. This is the primary command for packaging a project.

cook_contentB

Cook content only (no C++ build). Converts assets to platform-specific format.

package_projectA

Package the project for distribution. Runs build + cook + stage + package.

build_pluginC

Build a plugin standalone.

generate_project_filesB

Regenerate IDE project files (Visual Studio, Xcode, Rider).

build_graphB

Execute a BuildGraph XML script for CI/CD automation.

clean_projectC

Clean build artifacts for the project.

get_build_statusB

Parse the last build output and return structured errors, warnings, and progress.

apply_materialC

Apply a material to an actor's mesh component.

create_level_sequenceB

Create a new LevelSequence asset for cinematics.

get_sequence_infoA

Get full structure of a level sequence (bindings, tracks, sections).

add_actor_bindingC

Bind an actor to a level sequence for animation.

add_trackB

Add a track to an actor binding in a sequence.

set_playback_rangeA

Set the playback start and end frames of a sequence.

set_sequence_framerateC

Set the display frame rate of a sequence.

export_sequence_fbxB

Export a level sequence to FBX.

render_sequenceB

Queue a Movie Render Queue job for a sequence.

create_anim_blueprintB

Create an Animation Blueprint for a target skeleton.

get_anim_sequence_infoA

Get info about an animation sequence (length, frames, bone data).

create_anim_montageC

Create an animation montage from an animation sequence.

set_skeletal_mesh_lodB

Configure LOD settings on a skeletal mesh.

reimport_skeletal_meshB

Reimport a skeletal mesh from its source file.

apply_anim_modifierC

Apply an animation modifier to an animation sequence.

spawn_niagara_at_locationB

Spawn a Niagara particle system at a world location.

spawn_niagara_attachedA

Spawn a Niagara system attached to an actor.

set_niagara_floatC

Set a float parameter on a Niagara component.

set_niagara_vectorB

Set a vector parameter on a Niagara component.

set_niagara_colorB

Set a linear color parameter on a Niagara component.

set_niagara_boolA

Set a bool parameter on a Niagara component.

reset_niagara_systemC

Reset a Niagara system on an actor.

reinit_niagara_systemC

Reinitialize a Niagara system on an actor.

list_automation_testsB

List available automation tests in the project.

run_automation_testC

Run a specific automation test by name.

run_all_automation_testsC

Run all automation tests.

run_map_checkB

Run Map Check validation on the current level.

run_gauntletC

Launch a Gauntlet test session via UAT. Runs tests in a full game instance.

run_automation_tests_by_categoryB

Run automation tests matching a category pattern.

get_test_resultsB

Get the results of the last automation test run.

sc_statusA

Query source control status of file(s).

sc_checkoutC

Check out file(s) from source control.

sc_checkinB

Check in file(s) to source control with a description.

sc_revertB

Revert file(s) in source control.

sc_mark_for_addB

Mark new file(s) for add in source control.

sc_diffA

Get the diff for a modified file in source control.

start_traceC

Start an Unreal Insights trace session with selected channels.

stop_traceA

Stop the active Unreal Insights trace session.

run_stat_commandB

Execute a stat console command (e.g., stat fps, stat unit, stat memory).

start_csv_profilingC

Start CSV profiling capture for performance regression analysis.

stop_csv_profilingC

Stop CSV profiling capture and save results.

list_data_layersA

List all data layers in the current World Partition level.

set_data_layer_stateC

Set the state of a data layer (Loaded, Activated, Unloaded).

get_loaded_cellsA

Query currently loaded world partition cells.

set_streaming_sourceC

Configure a streaming source component on an actor for World Partition.

run_editor_utility_widgetB

Run an Editor Utility Widget by asset path.

run_editor_utility_blueprintB

Run an Editor Utility Blueprint's Run event.

generate_collisionC

Generate collision for a static mesh.

generate_lightmap_uvsB

Generate lightmap UVs for a static mesh.

undoA

Undo the last editor action.

redoB

Redo the last undone editor action.

get_undo_historyA

Get the undo/redo transaction history.

list_presetsA

List all Remote Control Presets in the project.

get_preset_infoB

Get details of a Remote Control Preset (exposed properties and functions).

get_preset_propertyB

Get a property value exposed via a Remote Control Preset.

set_preset_propertyB

Set a property value exposed via a Remote Control Preset.

call_preset_functionC

Call a function exposed via a Remote Control Preset.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription
project-info
connection-status

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/nodormu/unreal-mcp-additional-tools'

If you have feedback or need assistance with the MCP directory API, please join our Discord server