unreal-mcp-additional-tools
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": true
} |
| resources | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| execute_pythonA | Execute arbitrary Python code in the Unreal Editor's Python environment. Has access to the full |
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| project-info | |
| connection-status |
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