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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_spatial_contextA

Return the current spatial context of all actors as a JSON string.

reset_spatial_contextA

Reset the spatial context, clearing all tracked actors.

delete_actorC

Delete a specific actor from the Unreal Engine level.

Parameters:

  • actor_label: The label/name of the actor to delete

spawn_actor_from_blueprintA

Spawn a level actor based on an Unreal Blueprint class.

Parameters:

  • kwargs: String containing parameters as key=value pairs or JSON object Example: "actor_class=/Game/AssetName/Blueprints/BP_House0.BP_House0_C location=100,100,0 name=MyHouse"

Supported parameters:

  • actor_class: (required) Path to the blueprint class

  • actor_label/name: Name for the actor

  • location: x,y,z location coordinates

  • rotation: pitch,yaw,roll rotation in degrees

  • scale: x,y,z scale factors

spawn_static_meshB

Spawn a static mesh actor using an existing static mesh asset from the content browser.

Parameters:

  • kwargs: String containing parameters as key=value pairs or JSON object Example: "static_mesh=/Game/AssetName/Meshes/Bench01 location=100,100,0 name=MyBench"

Supported parameters:

  • static_mesh: (required) Path to the static mesh asset

  • actor_label/name: Name for the actor

  • location: x,y,z location coordinates

  • rotation: pitch,yaw,roll rotation in degrees

  • scale: x,y,z scale factors

  • material_override: Path to material to use

  • color: r,g,b color values (0.0-1.0)

create_static_mesh_actorB

Create a new static mesh actor in the Unreal Engine level using a simpler approach.

Parameters:

  • kwargs: String containing parameters as key=value pairs or JSON object Example: "actor_label=Cube mesh_type=CUBE location=0,0,0"

Supported parameters:

  • actor_label/name: Name for the actor

  • mesh_type: One of CUBE, SPHERE, CYLINDER, PLANE, CONE

  • location: x,y,z location coordinates

  • rotation: pitch,yaw,roll rotation in degrees

  • scale: x,y,z scale factors. 1 means same scale (100%)

  • color: r,g,b color values (0.0-1.0)

modify_actorB

Modify an existing actor in the Unreal Engine level.

Parameters:

  • kwargs: String containing parameters as key=value pairs or JSON object Example: "actor_label=Cube location=100,200,50 rotation=0,45,0"

Supported parameters:

  • actor_label: Label/name of the actor to modify (required)

  • location: x,y,z location coordinates

  • rotation: pitch,yaw,roll rotation in degrees

  • scale: x,y,z scale factors

  • visible: true/false to set visibility

  • color: r,g,b color values (0.0-1.0)

get_level_infoC

Get information about the current Unreal Engine level and update spatial context.

list_available_assetsA

List available assets of a specific type in the Unreal Engine project.

Parameters:

  • kwargs: String containing parameters as key=value pairs or JSON object Example: "asset_type=StaticMesh search_path=/Game/AssetName search_term=House"

Supported parameters:

  • asset_type: Type of assets to list (BlueprintClass, StaticMesh, Material, etc.)

  • search_path: Optional path to search for assets (default: /Game)

  • search_term: Optional term to filter results

  • max_results: Maximum number of results to return (default: 20)

get_actor_infoA

Get detailed information about a specific actor in the Unreal Engine level.

Parameters:

  • actor_label: The label/name of the actor to get information about

search_assets_recursivelyA

Search for assets recursively in all common subdirectories.

Parameters:

  • base_path: The base path to search in (e.g., '/Game/KyotoAlley')

  • asset_type: Optional type of assets to filter by

  • search_term: Optional search term to filter results

  • max_results: Maximum number of results (default: 50)

list_level_actorsA

List actors in the current level.

Parameters:

  • kwargs: Optional key=value pairs or JSON object Supported parameters:

    • filter: Case-insensitive label/path substring filter

    • include_transforms: true/false, default true

    • max_results: Maximum actors to return, default 100

get_selected_actorsA

Get the actors currently selected in the Unreal Editor.

select_actorsB

Select one or more actors in the Unreal Editor.

Parameters:

  • kwargs: key=value pairs or JSON object Supported parameters:

    • actor_labels: Comma-separated list or JSON array of actor labels

    • replace_selection: true/false, default true

save_current_levelA

Save the currently open Unreal level.

remote_callB

Call any Unreal Remote Control function.

Parameters:

  • kwargs: key=value pairs or JSON object Supported parameters:

    • object_path: Direct Unreal object path

    • actor_label: Actor label to resolve into an object path

    • component_class: Optional component class to resolve from the actor

    • function_name: Unreal function to call

    • parameters: JSON object of function parameters

    • generate_transaction: true/false, default true

get_object_propertyA

Read any Unreal object property through the Remote Control property endpoint.

Parameters:

  • kwargs: key=value pairs or JSON object Supported parameters:

    • object_path: Direct Unreal object path

    • actor_label: Actor label to resolve into an object path

    • component_class: Optional component class to resolve from the actor

    • property_name: Unreal property name to read

set_object_propertyA

Write any Unreal object property through the Remote Control property endpoint.

Parameters:

  • kwargs: key=value pairs or JSON object Supported parameters:

    • object_path: Direct Unreal object path

    • actor_label: Actor label to resolve into an object path

    • component_class: Optional component class to resolve from the actor

    • property_name: Unreal property name to write

    • property_value: Value to assign, preferably via JSON for structs

    • generate_transaction: true/false, default true

create_basic_castleB

Create a sample castle workflow from primitive shapes.

Parameters:

  • kwargs: Optional key=value pairs or JSON object Supported parameters:

    • prefix: Actor label prefix, default Castle

    • origin: x,y,z base location

    • stone_color: r,g,b or r,g,b,a color for stone elements

    • roof_color: r,g,b or r,g,b,a color for roof elements

  • layout: classic, courtyard, bastion, or longhall

  • size: compact, standard, or grand

  • palette: granite, sandstone, moss, or obsidian

  • yaw: rotate the layout around the origin in degrees

  • replace_existing: true/false, default true

    • dry_run: true/false, default false

verify_basic_castleB

Verify that a castle built from the shared plan exists in the current level.

Parameters:

  • prefix: Actor label prefix, default Castle

reset_basic_castleB

Delete a castle by prefix.

Parameters:

  • kwargs: Optional key=value pairs or JSON object Supported parameters:

    • prefix: Actor label prefix, default Castle

    • strict_plan: true/false, default false

    • dry_run: true/false, default false

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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