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Unreal Engine MCP Server

by ChiR24

📌 Which version is this? This README describes the 0.6 line: the dev branch and npm unreal-engine-mcp-server@beta. The previous stable release, 0.5.30 (npm latest), exposes 23 separate tools instead of one; see Upgrading from 0.5.x.

Contents · What it does · How it works · Quick start · The unreal tool · Configuration · Security · Engine plugins · Docker · Documentation · Development · Community


What it does

🏗️ Levels and actors Spawn one actor or hundreds in a single call, place and attach them, find the ones sunk into the floor, and load, stream and save levels.

🧩 Blueprints and UI Create Blueprints, variables and components, build whole event graphs in one batch, and lay out UMG widgets, with a preview image to check them.

🎨 Materials and worlds Material graphs and instances, procedural textures, lighting, landscapes, foliage, Niagara effects and PCG graphs.

🕹️ Gameplay Characters and animation, Gameplay Ability System, AI (Behavior Trees, State Trees, EQS), inventory, networking and Enhanced Input.

🎬 Cinematics and audio Level Sequences, cameras, Movie Render Queue and Take Recorder; Sound Cues and MetaSounds.

🧪 Play and verify Run Play-In-Editor with synthetic input, take screenshots the model can see, read logs, profile, run Python, and package builds.

Nearly 400 capabilities in all, behind a single MCP tool. The assistant finds them by searching in plain words, so nobody has to learn their names. The full list is the generated Action Reference.

Related MCP server: unreal-mcp

How it works

The MCP Automation Bridge plugin runs inside the editor and does all the work, on the editor's game thread. Clients reach it in one of two ways, and both expose the same single tool, unreal:

🌐 Route A · Native HTTP

🧩 Route B · stdio

Path

Client → the plugin's Streamable HTTP server at http://127.0.0.1:3000/mcp

Client → unreal-engine-mcp-server (Node.js, stdio) → the plugin's WebSocket on 127.0.0.1:8090

Node.js

Not needed

20.19 or later

Capability token

The client sends it in the X-MCP-Capability-Token header

Read from the project, given UE_PROJECT_PATH

Best for

Claude Code, Cursor, VS Code, and several clients sharing one editor

Claude Desktop, and clients that only launch local commands

Everything listens on 127.0.0.1 and requires the project's capability token unless you change it.

Quick start

The Quick Start page walks through this with screenshots. You need Unreal Engine 5.0 to 5.8 and a project with C++ code; a Blueprint-only project can use prebuilt binaries.

1. Add the plugin

Download McpAutomationBridge-plugin-<version>.zip from the newest v0.6 pre-release on the Releases page, and copy the McpAutomationBridge folder it contains into your project:

MyGame/Plugins/McpAutomationBridge/

Or use a clone of this repository: copy plugins/McpAutomationBridge/, or reference the folder from your .uproject with "AdditionalPluginDirectories": ["C:/Path/To/Unreal_mcp/plugins"].

Open the project and let Unreal rebuild the plugin. When it's loaded, the status bar shows MCP off. If you see "Engine modules cannot be compiled at runtime", build the project once in Visual Studio, Rider or Xcode. More in Installation.

https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d

Build the plugin once on a machine with the engine and a compiler, then hand out the zip. No compiler is needed on the target machine:

node scripts/package-plugin.mjs "C:/Program Files/Epic Games/UE_5.7"

This writes build/McpAutomationBridge-v<version>-UE5.7-<Platform>.zip, where <version> is the package.json version (currently 0.6.0-beta-c). Unzip it into YourProject/Plugins/. Binaries only work with the engine minor and platform they were built for: a 5.6 build won't load in 5.5, 5.7 or 5.8.

2. Connect your client

Route A · Native HTTP (no Node.js)

  1. In Edit › Project Settings › Plugins › MCP Automation Bridge, tick Enable Native MCP Server (port 3000 by default), then restart the editor. The status bar now reads MCP :3000 (0).

  2. Read the capability token the plugin generated: <YourProject>/Saved/MCP/capability-token. Treat it like a password.

  3. Add the server to your client and send the token in the X-MCP-Capability-Token header. Claude Code:

    claude mcp add --transport http unreal-engine http://127.0.0.1:3000/mcp --header "X-MCP-Capability-Token: <token>"

    Or in a project .mcp.json (Claude Code), reading the token from an environment variable:

    {
      "mcpServers": {
        "unreal-engine": {
          "type": "http",
          "url": "http://127.0.0.1:3000/mcp",
          "headers": { "X-MCP-Capability-Token": "${UNREAL_MCP_TOKEN}" }
        }
      }
    }

    Cursor (.cursor/mcp.json) takes the same url and headers without type. VS Code, Windsurf and others: Connecting Clients.

  4. Check it: when the client connects, the count in the status bar goes up.

A client connected straight to /mcp loses its session whenever the editor closes or crashes, and has to reconnect by hand. The package's proxy command sits in between over stdio: while the editor is down every call answers NOT_CONNECTED, and the first call after it is back reaches it, with no reconnect. It keeps the editor's last tool list, so a session that starts before the editor still gets the real tool.

{
  "mcpServers": {
    "unreal-engine": {
      "command": "npx",
      "args": ["-y", "unreal-engine-mcp-server@beta", "proxy"],
      "env": { "UE_PROJECT_PATH": "C:/Path/To/YourProject" }
    }
  }
}

The token is found the same way as on Route B (MCP_AUTOMATION_CAPABILITY_TOKEN, else the project's token file). UNREAL_MCP_URL points it at another endpoint (default http://127.0.0.1:3000/mcp). Route B survives editor restarts the same way on its own.

Route B · stdio (Node.js 20.19+)

Add this to your client's MCP configuration, for example Claude Desktop's claude_desktop_config.json:

{
  "mcpServers": {
    "unreal-engine": {
      "command": "npx",
      "args": ["-y", "unreal-engine-mcp-server@beta"],
      "env": {
        "UE_PROJECT_PATH": "C:/Path/To/YourProject"
      }
    }
  }
}

UE_PROJECT_PATH (the project folder or its .uproject) is how the server finds the capability token and the plugin's port, so nothing else needs setting. Keep the @beta tag: without it, npm installs 0.5.30, which doesn't match a 0.6 plugin.

3. Try it

With the editor open, ask your assistant to "list the actors in the current level", "spawn a point light 300 units above the origin", or "take a screenshot of the viewport". If it doesn't connect, see Troubleshooting.

The unreal tool

Both routes expose exactly one MCP tool, unreal, with four operations. Only the contract the model is about to use gets loaded, instead of hundreds of tool schemas:

Operation

What it does

search

Finds capabilities from 2-4 plain words, such as spawn actor or save level. Every row carries a ready-to-send nextCall.

describe

Returns one capability's exact contract: parameters, schemas, an example, and the consent grant when one is needed

execute

Runs one capability with validated parameters and returns the data plus a receipt of what changed

configure

Enables or disables groups of internal tools; never touches the editor

A typical exchange:

{ "operation": "search", "query": "spawn actor" }
{ "operation": "describe", "tool": "control_actor", "action": "spawn" }
{
  "operation": "execute",
  "tool": "control_actor",
  "action": "spawn",
  "params": { "classPath": "/Script/Engine.PointLight", "actorName": "KeyLight", "location": [0, 0, 300] }
}
  • Parameters are strict. An undeclared name is refused with UNDECLARED_PARAMETER and the list of allowed names; every error carries an executable nextCall.

  • Deletes need consent. 62 capabilities (all destructive ones, plus some writes) only run with the consentGrant from describe, passed back as a top-level consent field.

  • Names. Both routes accept the tool + action pair; the stdio route also accepts a capability id, such as "capability": "control_actor.spawn".

Full reference with real replies: Using the Gateway.

Migrating from direct tool calls

The single unreal tool is permanent on both routes; there is no opt-out and no 23-tool listing to restore. A client that still calls a canonical tool name directly (tools/call with name: "manage_asset", name: "control_actor", …) receives a bounded, copy-paste-executable DIRECT_TOOL_CALL_REMOVED receipt instead of a routed call. Its nextCall drills exactly one level: { "operation": "search" } for an unknown name, { "operation": "describe", "tool": "<tool>" } when no action was given, or { "operation": "execute", "tool": "<tool>", "action": "<action>", "params": { ... } } when the call already named an action. Run that nextCall through unreal to finish the migration. See Upgrading.

Protocol versions

Both routes negotiate the MCP protocol version at initialize. The native /mcp transport supports 2025-11-25 (latest), 2025-06-18 and 2025-03-26; the stdio server also accepts the legacy 2024-11-05 and 2024-10-07. An unsupported MCP-Protocol-Version header on the native route gets HTTP 400. Both also answer server/discover without a session, listing those versions, so a client on the newer 2026-07-28 revision falls back to initialize. Details: docs/protocol.md.

These route requests inside the gateway; clients never list them. More in the Tools Reference.

Category

Tool

Covers

Core

manage_asset

Assets and folders, materials and material graphs, textures and render targets, data tables, structs, enums, source control

Core

manage_blueprint

Blueprints, components, variables, event graphs, UMG widgets, layout, bindings, widget animations

Core

control_actor

Spawning, transforms, attachment, components, materials, tags, placement audits

Core

control_editor

Play-In-Editor, synthetic input, screenshots, viewport camera, undo, editor preferences

Core

manage_level

Create, load, save, stream, import and export levels; world settings; lighting builds

Core

system_control

Console commands, logs, project settings, profiling, builds and packaging, tests, Python

Core

inspect

Read and write any UObject's properties, components and class info

Core

manage_tools

Which internal tools are enabled (through configure)

World

build_environment

Landscapes, foliage, lights and sky, water, weather, splines, procedural terrain

World

manage_level_structure

Sublevels, World Partition, streaming, data layers, HLOD, volumes

World

manage_geometry

Geometry Script meshes: booleans, deformers, UVs, collision, LODs, polygon cages, subdivision surfaces, material ids, vertex-color masks

World

manage_pcg

PCG graphs: create, add and connect nodes, execute

Gameplay

animation_physics

Animation Blueprints, blend spaces, montages, skeletons, Control Rig and IK, ragdolls, cloth, vehicles

Gameplay

manage_character

Character Blueprints, movement, MetaHuman

Gameplay

manage_combat

Weapons, projectiles, hit detection

Gameplay

manage_effect

Niagara systems, emitters and modules, debug shapes

Gameplay

manage_gas

Gameplay Ability System: abilities, attributes, effects

Gameplay

manage_ai

AI controllers, Behavior Trees, EQS, State Trees, Smart Objects, perception, navigation

Gameplay

manage_inventory

Items, loot tables, crafting recipes

Gameplay

manage_interaction

Doors and other interactables

Utility

manage_audio

Sounds, audio components, Sound Cues, MetaSounds, attenuation, mixes

Utility

manage_sequence

Level Sequences, Movie Render Queue, media, Take Recorder, replays

Utility

manage_networking

Replication, RPCs, sessions, game framework classes, Enhanced Input

Configuration

Most setups touch one setting: Enable Native MCP Server for Route A, or UE_PROJECT_PATH for Route B. Everything is listed on the Configuration page.

Plugin settings (Project Settings › Plugins › MCP Automation Bridge, saved in Config/DefaultGame.ini):

Setting

Default

Enable Native MCP Server

off

Serve MCP over HTTP at /mcp

Native MCP Port

3000

The MCP_NATIVE_PORT environment variable of the editor process overrides it

Listen Ports

8090,8091

WebSocket ports for Route B

Require Capability Token

on

Both routes refuse clients without the token

Allow Non Loopback

off

LAN access for both listeners. See Security.

Environment variables (Route B only, in the client's env block):

Variable

Default

UE_PROJECT_PATH

unset

Project folder or .uproject; used to find the token and the port

MCP_AUTOMATION_PORT

the project's first Listen Ports entry, else 8090

Editor WebSocket port

MCP_AUTOMATION_HOST

127.0.0.1

A LAN address also needs MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true

MCP_AUTOMATION_CAPABILITY_TOKEN

read from the token file

Token to present, when the server can't read the project folder

MCP_ADDITIONAL_PATH_PREFIXES

empty

Extra content roots such as /MyPluginContent/, comma-separated; most content-path arguments also accept the mounts the connected editor reports, so this is needed only with no editor connected, for a mount the editor does not report or the server ignores, and for arguments the server treats as files (filePath, outputPath and a few others), even where outputPath names an asset

LOG_LEVEL

info

debug, info, warn or error; logs go to stderr

Security

  • Local by default. Both routes listen on 127.0.0.1 only. LAN access needs Allow Non Loopback, and the native server refuses to bind off-loopback unless Require Capability Token is on.

  • Capability token. Generated per project at <Project>/Saved/MCP/capability-token (a value typed into Capability Token overrides it) and compared in constant time. Delete the file and restart the editor to rotate it.

  • Consent for destructive work. Deletes and some other writes need a per-call consent grant, which the plugin checks itself.

  • Guard rails. Asset paths are limited to /Game, /Engine, /Script, /Temp, /Niagara plus configured prefixes, and a content path may also sit under a mount the connected editor reports; arguments the server treats as files (such as filePath, and outputPath even where it names an asset) never use the reported mounts; console commands that chain or quit the editor are blocked; the plugin's own settings are out of reach of automation.

Details: Security. Please report vulnerabilities privately through GitHub security advisories.

Engine plugins

The bridge declares its engine-plugin dependencies, so Unreal enables them together with it.

Plugin

Used for

Python Editor Script Plugin

Python-backed editor automation, system_control Python execution

Editor Scripting Utilities

Asset and actor subsystem operations

Niagara

Visual effects

Gameplay Abilities

manage_gas

Smart Objects

AI smart objects

Plugin

Used for

Level Sequence Editor, Takes, Movie Render Pipeline, Movie Pipeline Mask Render Pass, Electra Player

manage_sequence: Sequencer, Take Recorder, Movie Render Queue, media playback

Control Rig, RigVM, IK Rig, Animation Data

animation_physics: Control Rig and IK

Chaos Vehicles, Chaos Cloth

animation_physics: vehicles and cloth

Niagara Editor

manage_effect: Niagara authoring

Behavior Tree Editor, Environment Query Editor, StateTree, Mass Gameplay

manage_ai

Geometry Scripting, Geometry Processing, Mesh Modeling Toolset, Procedural Mesh Component

manage_geometry (Catmull-Clark, Loop and bilinear subdivision need Mesh Modeling Toolset)

PCG

manage_pcg, compiled in only when the project itself enables the PCG plugin

MetaSound, Synthesis

manage_audio: MetaSound authoring

Enhanced Input, Online Subsystem, Online Subsystem Utils

manage_networking: input mappings, sessions

Interchange, Interchange OpenUSD, Data Validation, StructUtils

Import/export, validation, struct helpers

Fab, Bridge

Fab asset library access (optional McpAutomationBridgeFab module)

The plugin targets every Unreal Engine minor from 5.0 to 5.8. If it fails to build on yours, please open an issue with the build log.

Docker

The image runs the stdio server. It has to reach the editor's WebSocket on 127.0.0.1, so use host networking (Linux), and pass the token because the container can't read your project folder:

docker build -t unreal-mcp .
docker run -i --rm --network host -e MCP_AUTOMATION_CAPABILITY_TOKEN=<token> unreal-mcp

Use -i without -t: a TTY corrupts the MCP stream on stdout.

Documentation

📖 Wiki

Quick Start, Installation, Connecting Clients, Using the Gateway, Configuration, Security, Troubleshooting, FAQ, Upgrading

📋 Action Reference

Every capability with its effect, scope and consent, generated from the capability records

🔌 Gateway client guide

The gateway contract, with the source file behind each claim

📡 Protocol

Transports, version negotiation, cancellation

🔐 Security and receipts

Scopes, consent, path gating, idempotency, refusal codes

🧪 Testing guide

Test suites and how to add cases

🧩 Extending the plugin

Adding an editor action: record, handler, route and tests, plus the rules for plugin code

🗺️ Roadmap

Development roadmap

📝 Changelog

What changed in each release

Development

npm install
npm run build              # clean + compile TypeScript to dist/
npm run dev                # run from source with ts-node
npm run lint               # ESLint (CI fails on any warning)
npm run type-check         # tsc --noEmit, sources and tests
npm run test:unit          # Vitest unit tests (no Unreal required)
npm run test:smoke         # offline mock-mode MCP check (needs built dist/)
npm run test:params        # strict parameter audit
npm run registry:generate  # capability records -> generated contracts, native shards, action reference
npm run registry:check     # fail if generated artifacts drift
npm run manifest:check     # fail if the gateway manifest drifts
npm run eval:check         # search-ranking corpus
npm run version:check      # all version sources agree
npm test                   # integration suite (needs a live Unreal Editor + bridge)

The capability records in src/tools/catalog/capabilities/records/ are the single source of truth; every *.generated.* file, the plugin's MCP/Generated/ shards and the action reference are generated from them. Never hand-edit generated files. How to add a capability: Development.

CI runs, in order: ESLint (npx eslint . --max-warnings=0), type-check, unit tests, registry:check, manifest:check, headers:check, the strict parameter audit (test:params) and eval:check, then a blocking runtime dependency audit (npm audit --omit=dev --audit-level=moderate) and an informational full-tree audit. A Node 20.19 / 26 matrix adds build and test:smoke. Plugin packaging runs only when an Unreal Engine root is configured, because CI runners don't ship an engine. Release archives exclude Binaries/, Intermediate/ and Saved/.

Community

💬 Discussions

Questions, ideas, show and tell

🐞 Issues

Bug reports and feature requests

🗺️ Project board

Roadmap progress and priorities

Contributing: keep pull requests small and focused, with a Conventional Commits title; include reproduction steps for bugs; follow the existing code style. See CONTRIBUTING.md.

License

MIT. See LICENSE.

Available Tools

1 tool
unrealAInspect

Unreal Engine capability gateway. Search first, describe the exact contract, then execute a validated action. Use configure only to manage internal capability availability.

ParametersJSON Schema
NameRequiredDescriptionDefault
toolNoExact canonical parent tool name returned by search or describe.
limitNoMaximum search results to return. Defaults to 12.
paramNoExact parameter name (tool-union catalog) to inspect. Requires tool and action for full drill-down; resolves the single parameter schema. Use with describe only.
queryNoSearch words for tools, categories, descriptions, or actions.
actionNoExact action name returned by describe. For configure, this is a manage_tools action.
cursorNoOpaque search cursor from a previous response nextCursor. Supersedes offset.
domainNoCapability domain to browse or filter by. Call describe with no selector to list domains.
effectNoFilter search results by declared behavior effect.
familyNoCapability family inside a domain. Call describe with a domain to list its families.
offsetNoZero-based search result offset. Defaults to 0.
paramsNoParameters for execute or configure. Keys are the action-specific parameter names returned by describe. Never include action or subAction here.
consentNoPer-call consent grant for a capability whose policy.consent is not 'none'. Bound to one capability and one call; never persisted, inherited or reused. Read the exact grant from describe.consentGrant. Use with execute only.
maxBytesNoSerialized byte ceiling for a search response. Results are dropped from the end until the response fits.
operationYessearch finds capabilities. describe returns an exact parent-tool contract. execute runs one validated action. configure manages internal capability availability.
capabilityNoExact canonical capability ID (or declared alias) returned by search, e.g. asset.import. Preferred selector for describe.

Output Schema

ParametersJSON Schema
NameRequiredDescription
costNo
dataNoExecute payload projected against the capability's declared output schema. Same value as receipt.data, and the same location the native /mcp surface publishes.
toolNo
errorNo
limitNo
paramNo
scopeNoCatalog scope: 'tool' for a tool summary, 'union' for the tool-union parameter catalog.
totalNo
actionNo
domainNo
familyNo
hashesNoPer-record schema and content hashes from the generated catalog.
offsetNo
policyNo
resultNo
schemaNoFull schema of the single described param.
actionsNoPaginated/filterable action list on tool-only describe.
domainsNoBounded domain list on a catalog-level describe.
filtersNoFilters applied to this search.
hasMoreNo
messageNo
outputsNo
reasonsNo
resultsNo
successYes
behaviorNo
familiesNoBounded family list on a domain-level describe.
maxBytesNo
nextCallNoDirectly-invokable gateway request for guided self-correction.
requiredNoWhether the described param is required.
runnableNoFalse when the capability cannot currently be executed; nextCall then points at the fix.
drillDownNoExample nextCall payload to drill one level deeper.
errorCodeNo
operationYes
truncatedNoTrue when results were dropped to fit the byte budget.
capabilityNoCanonical capability ID this response describes.
nextCursorNoCursor to pass back as cursor to continue a search.
parametersNoPaginated/filterable compact parameter catalog on tool+action describe.
parentToolNoLegacy parent tool that dispatches the described capability.
actionCountNo
actionLimitNo
deprecationNo
inputSchemaNoExact input schema of the described capability. Never a parent-tool union.
suggestionsNoClosest-match names for an invalid tool/action/param call.
actionOffsetNo
availabilityNoWhether the capability is available, disabled or unavailable, and why.
capabilitiesNoBounded capability list on a family-level describe.
consentGrantNoExact consent grant this capability requires, ready to pass back as the execute call's consent sibling. Absent when policy.consent is 'none'.
migratedFromNoLegacy tool/action pair that resolved to this capability.
outputSchemaNoExact output schema of the described capability.
actionHasMoreNo
parameterCountNo
parameterLimitNo
catalogRevisionNoRevision of the generated canonical capability catalog this response was served from.
parameterOffsetNo
availableActionsNo
parameterHasMoreNo
perActionSchemasNo
resolvedFromAliasNoDeclared alias that resolved to this capability.
availableParametersNo

TDQS

A3.7/5.0
Behavior2/5

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

With no annotations provided, the description carries full burden for behavioral disclosure. It does not mention that execute may have side effects, that destructive capabilities require consent, or any safety or reusability constraints. The description is too terse for a tool that can trigger actions.

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?

Two sentences, front-loaded with the core purpose, and every word adds value. No redundant information.

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

Completeness3/5

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

Given the tool's complexity (15 parameters, nested objects, output schema), the description provides the essential workflow but omits broader context like the safety implications of execute, consent requirements, or how actions are validated. The schema covers details, but the description alone is not fully complete for a gateway of this scope.

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

Parameters3/5

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

Schema coverage is 100%, so the schema already documents all parameters including operation, search, describe, execute, configure, and consent. The description adds no parameter semantics beyond the schema, but the baseline of 3 applies because the schema does the heavy lifting.

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 'Unreal Engine capability gateway' clearly identifies it as a meta-tool for accessing capabilities, and the workflow 'Search first, describe the exact contract, then execute' clarifies its primary function. It is distinct enough even without sibling tools, though it doesn't use a specific verb+resource pattern.

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

Usage Guidelines5/5

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

The description explicitly instructs the usage order: 'Search first, describe the exact contract, then execute a validated action.' It also provides a specific exclusion: 'Use configure only to manage internal capability availability.' This is clear when-to-use and when-not-to-use guidance.

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

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

  1. 1 tool updatev0.5.30
    • First observedunreal

TDQS

B3.4/5.0

Scored across 1 tool

Disambiguation5/5

With only one tool, there is no possibility of confusing it with another tool. The 'unreal' gateway is the sole entry point, so agents cannot misselect between overlapping functions in the tool set.

Naming Consistency2/5

The tool name 'unreal' is a bare noun and does not follow any verb_noun or action-oriented pattern. While there is only one tool, the name lacks consistency with typical MCP naming conventions and provides no hint of its function.

Tool Count2/5

A single tool for an 'Unreal Engine capability gateway' suggests the server is covering a large domain through one catch-all interface. This feels too thin for the apparent scope, as agents would benefit from separate tools for distinct operations like execution or configuration.

Completeness2/5

The gateway description claims to support search, describe, execute, and configure, but it is unclear whether all necessary Unreal Engine operations are reachable or discoverable. The lack of explicit tool definitions creates significant gaps in the agent's ability to know what actions are available without probing the gateway repeatedly.

Maintenance

ActivityActive
ResponsivenessWithin a week

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