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sam-david

unreal-mcp

by sam-david

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
UNREAL_MCP_MODULESNoComma-separated list of modules to enableall
UNREAL_MCP_RC_PORTNoRemote Control API port30010
UNREAL_MCP_PLATFORMNoTarget platformWin64
UNREAL_MCP_ENGINE_PATHNoUE engine install path (auto-detected if not set)
UNREAL_MCP_PYTHON_PORTNoPython Remote Execution port6776
UNREAL_MCP_PROJECT_PATHNoPath to .uproject file or project directory
UNREAL_MCP_CONFIGURATIONNoBuild configurationDevelopment

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').

take_screenshotB

Capture a screenshot of the active editor viewport. Returns the file path of the saved image.

get_viewport_cameraA

Get the current editor viewport camera location and rotation.

set_viewport_cameraA

Set the editor viewport camera location and/or rotation.

get_connection_statusA

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

list_actorsB

List all actors in the current level, optionally filtered by class.

spawn_actorC

Spawn a new actor in the current level.

delete_actorB

Delete an actor from the current level by name or label.

get_actor_propertiesA

Get all properties of an actor by name.

set_actor_transformB

Set the location, rotation, and/or scale of an actor.

set_actor_propertyB

Set a property on an actor via the Remote Control API.

get_actor_componentsA

List all components on an actor.

select_actorsB

Set the editor's actor selection.

duplicate_actorsB

Duplicate actors by name.

set_actor_tagsB

Set tags on an actor.

list_assetsA

List assets in a content directory with optional class filter.

search_assetsC

Search for assets by name, class, or tag.

get_asset_infoC

Get detailed metadata for an asset.

get_asset_referencesB

Get the dependency and referencer graph for an asset.

rename_assetC

Rename or move an asset.

duplicate_assetB

Duplicate an asset to a new path.

delete_assetA

Delete an asset. Checks for references first.

import_assetA

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

export_assetC

Export an asset to an external file format.

validate_assetsC

Run data validation on assets in a directory.

save_assetC

Force save a specific asset.

save_allA

Save all dirty (modified) assets.

fix_redirectorsA

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

resave_packagesA

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

content_auditB

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

consolidate_assetsA

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_contentA

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

package_projectB

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

build_pluginC

Build a plugin standalone.

generate_project_filesA

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_statusA

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

create_blueprintC

Create a new Blueprint class.

add_blueprint_componentB

Add a component to a Blueprint.

add_blueprint_variableB

Add a variable to a Blueprint.

add_graph_nodeA

Add a node to a Blueprint's event graph. Requires the optional C++ plugin for full node type support. Falls back to Python for basic operations.

connect_graph_nodesB

Wire two node pins together in a Blueprint graph. Requires the optional C++ plugin.

remove_graph_nodeA

Remove a node from a Blueprint graph. Requires the optional C++ plugin.

list_graph_nodesA

List all nodes in a Blueprint's event graph.

compile_blueprintC

Compile a Blueprint.

get_blueprint_infoB

Get Blueprint info: class, variables, functions, components, and graphs.

spawn_blueprint_actorC

Spawn an instance of a Blueprint class in the level.

add_blueprint_functionB

Add a custom function to a Blueprint.

set_blueprint_propertyA

Set a default property value on a Blueprint's CDO (Class Default Object). For component properties, use a dot path like 'ComponentName.PropertyName'.

create_materialB

Create a new material asset.

apply_materialB

Apply a material to an actor's mesh component.

create_material_expressionA

Add an expression node to a material's graph (e.g., TextureSample, Multiply, Constant3Vector).

connect_material_expressionsB

Wire two material expression nodes together.

connect_material_propertyB

Connect an expression to a material output property (BaseColor, Normal, Metallic, Roughness, etc.).

delete_material_expressionA

Remove an expression node from a material graph.

list_material_expressionsB

List all expression nodes in a material.

create_material_instanceB

Create a material instance from a parent material.

set_material_instance_scalarA

Set a scalar parameter on a material instance.

set_material_instance_vectorB

Set a vector parameter on a material instance.

set_material_instance_textureA

Set a texture parameter on a material instance.

recompile_materialA

Recompile a material after making changes to its graph.

create_material_functionC

Create a reusable material function.

create_level_sequenceA

Create a new LevelSequence asset for cinematics.

get_sequence_infoA

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

add_actor_bindingB

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_framerateB

Set the display frame rate of a sequence.

export_sequence_fbxB

Export a level sequence to FBX.

render_sequenceA

Queue a Movie Render Queue job for a sequence.

create_anim_blueprintA

Create an Animation Blueprint for a target skeleton.

get_anim_sequence_infoB

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

create_anim_montageB

Create an animation montage from an animation sequence.

set_skeletal_mesh_lodC

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_floatB

Set a float parameter on a Niagara component.

set_niagara_vectorA

Set a vector parameter on a Niagara component.

set_niagara_colorA

Set a linear color parameter on a Niagara component.

set_niagara_boolB

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_testsA

List available automation tests in the project.

run_automation_testB

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.

validate_dataC

Trigger the Data Validation framework on assets.

run_gauntletB

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_resultsA

Get the results of the last automation test run.

sc_statusC

Query source control status of file(s).

sc_checkoutB

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.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription
project-info
connection-status

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