unreal-animation-mcp
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- AlicenseAqualityAmaintenanceEnables AI agents to operate the Unreal Editor via MCP: reading, creating, and editing blueprints at the node level, authoring materials and UMG widgets, auditing projects, and verifying runtime behavior in PIE with read-back checks.23Apache 2.0
- AlicenseNot gradedqualityBmaintenanceEnables AI clients to directly control Spine 3.8.75 animation workflows through 55 MCP tools, including reading projects, editing keyframes, manipulating skeletons, constraints, meshes, atlases, and rendering previews.63 npm6MIT
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TDQS
Scored across 61 tools
Most tools target a distinct asset type or operation, and argument descriptions are detailed enough to differentiate them. However, sync markers and notifies overlap conceptually, and the many AnimBlueprint getters (graphs, nodes, state machines, blend nodes) require careful reading to avoid confusion.
The verb_noun snake_case pattern is used consistently for most tools (get_, add_, remove_, set_, search_, audit_). Minor inconsistencies exist: delete_montage_section and delete_blendspace_sample use 'delete' while similar operations use 'remove', and edit_blendspace_sample uses 'edit' instead of 'set' or 'update'.
With 61 tools, this greatly exceeds the 25+ threshold for a comfortable, scoped set. While the Unreal animation domain is complex, the sheer number feels overwhelming and could benefit from consolidation (e.g., merging related ABP getters or montage section operations).
The toolset provides extensive read and edit coverage for AnimSequences, Montages, BlendSpaces, and Skeletons, including notifies, curves, sync markers, sections, samples, and bone tracks. However, AnimBlueprint operations are entirely read-only (no state/node editing), and there are no create/delete operations for animation assets, leaving notable lifecycle gaps.