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editor_project_info

Retrieve comprehensive metadata about an Unreal Engine project, including asset counts, engine version, input actions, game modes, characters, and maps.

Instructions

Get detailed information about the current project

Example output: {'project_name': 'MyGame', 'project_directory': '/Users/dev/MyGame/', 'engine_version': '5.3.0', 'total_assets': 1250, 'asset_locations': {'Game': 800, 'Engine': 450}, 'enhanced_input_enabled': true, 'input_actions': ['/Game/Input/IA_Move'], 'game_modes': ['/Game/Core/GM_Main'], 'characters': ['/Game/Characters/B_Hero'], 'maps': ['/Game/Maps/L_TestMap']}

Returns comprehensive project metadata and asset counts.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Implementation Reference

  • The core handler function that collects comprehensive project metadata by querying the asset registry, categorizing assets (input actions, game modes, characters, maps, etc.), and compiling statistics and lists into a JSON-serializable dictionary.
    def get_project_info() -> Dict[str, dict]:
        project_info = {}
    
        project_info["project_name"] = (
            unreal.Paths.get_project_file_path().split("/")[-1].replace(".uproject", "")
            if unreal.Paths.get_project_file_path()
            else "Unknown"
        )
        project_info["project_directory"] = unreal.Paths.project_dir()
        project_info["engine_version"] = unreal.SystemLibrary.get_engine_version()
    
        # Asset registry analysis
        asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
        all_assets = asset_registry.get_all_assets()
    
        # Asset summary
        total_assets = len(all_assets)
        asset_locations = {}
    
        input_actions = []
        input_mappings = []
        game_modes = []
        characters = []
        experiences = []
        weapons = []
        maps = []
    
        for asset in all_assets:
            asset_name = str(asset.asset_name)
            package_path = str(asset.package_path)
    
            # Count by location
            location = package_path.split("/")[1] if "/" in package_path else "Root"
            asset_locations[location] = asset_locations.get(location, 0) + 1
    
            asset_name_lower = asset_name.lower()
            full_path = f"{package_path}/{asset_name}"
    
            if asset_name.startswith("IA_"):
                input_actions.append(full_path)
            elif asset_name.startswith("IMC_"):
                input_mappings.append(full_path)
            elif "gamemode" in asset_name_lower:
                game_modes.append(full_path)
            elif (
                any(term in asset_name_lower for term in ["hero", "character"])
                and "b_" in asset_name_lower
            ):
                characters.append(full_path)
            elif "experience" in asset_name_lower and "ui" not in package_path.lower():
                experiences.append(full_path)
            elif any(term in asset_name_lower for term in ["weapon", "wid_"]):
                weapons.append(full_path)
            elif asset_name.startswith("L_"):
                maps.append(full_path)
    
        project_info["total_assets"] = total_assets
        project_info["asset_locations"] = dict(
            sorted(asset_locations.items(), key=lambda x: x[1], reverse=True)[:10]
        )
    
        # system
        project_info["enhanced_input_enabled"] = True
        project_info["input_actions"] = input_actions[:10]
        project_info["input_mappings"] = input_mappings[:10]
        project_info["input_actions_count"] = len(input_actions)
        project_info["input_mappings_count"] = len(input_mappings)
    
        # assets
        project_info["game_modes"] = game_modes[:5]
        project_info["characters"] = characters[:5]
        project_info["experiences"] = experiences[:5]
        project_info["weapons"] = weapons[:10]
        project_info["maps"] = maps[:10]
    
        # capabilities
        project_info["gameplay_ability_system"] = True
        project_info["modular_gameplay"] = True
        project_info["python_scripting"] = True
        project_info["networking"] = True
    
        # info
        project_info["total_maps"] = len(maps)
        project_info["total_weapons"] = len(weapons)
        project_info["total_experiences"] = len(experiences)
    
        return project_info
  • Registers the 'editor_project_info' MCP tool with server.tool, providing a detailed description, empty input schema (no parameters), and a handler that executes the corresponding Python script via remote Unreal Engine command.
    server.tool(
    	"editor_project_info",
    	"Get detailed information about the current project\n\nExample output: {'project_name': 'MyGame', 'project_directory': '/Users/dev/MyGame/', 'engine_version': '5.3.0', 'total_assets': 1250, 'asset_locations': {'Game': 800, 'Engine': 450}, 'enhanced_input_enabled': true, 'input_actions': ['/Game/Input/IA_Move'], 'game_modes': ['/Game/Core/GM_Main'], 'characters': ['/Game/Characters/B_Hero'], 'maps': ['/Game/Maps/L_TestMap']}\n\nReturns comprehensive project metadata and asset counts.",
    	{},
    	async () => {
    		const result = await tryRunCommand(editorTools.UEGetProjectInfo())
    		return {
    			content: [
    				{
    					type: "text",
    					text: result,
    				},
    			],
    		}
    	},
    )
  • The input schema for the tool, defined as an empty object indicating no input parameters are required.
    {},
  • Helper function that reads and templates the ue_get_project_info.py script to generate the Python code string sent to the Unreal Editor.
    export const UEGetProjectInfo = () => Template(read("./scripts/ue_get_project_info.py"))
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the full burden. It discloses that the tool returns 'comprehensive project metadata and asset counts' and provides an example output format, which adds useful behavioral context about what information to expect. However, it doesn't mention potential limitations (e.g., performance impact, Unreal Editor state requirements) or error conditions.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is efficiently structured: a clear purpose statement, a detailed example output, and a summary sentence. Every sentence adds value—the example output is particularly helpful for understanding the return format. It's front-loaded with the core purpose and appropriately sized.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given 0 parameters, no annotations, and no output schema, the description provides good completeness for a read-only metadata tool. The example output effectively compensates for the lack of output schema by illustrating the return structure. However, it could be more complete by mentioning dependencies (e.g., requires an open Unreal project) or edge cases.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The tool has 0 parameters with 100% schema description coverage, so the baseline is 4. The description appropriately doesn't discuss parameters since none exist, focusing instead on the output behavior. No additional parameter semantics are needed or provided.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool's purpose as 'Get detailed information about the current project' with a specific verb ('Get') and resource ('current project'). It distinguishes from siblings like editor_get_asset_info or editor_get_map_info by focusing on comprehensive project-wide metadata rather than specific assets or maps. However, it doesn't explicitly contrast with all siblings (e.g., get_unreal_project_path).

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implies usage when comprehensive project metadata is needed, but provides no explicit guidance on when to use this tool versus alternatives like editor_get_asset_info for asset-specific details or get_unreal_project_path for just the path. The context is clear (current project), but no exclusions or prerequisites are mentioned.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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