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unreal-animation-mcp

by tumourlove

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    • F
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    • A
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      A comprehensive bridge connecting AI agents to Unreal Engine 5.7 through 39 MCP tools for scene manipulation, asset management, and blueprint control. It enables real-time perception and editor automation using the Remote Control API and file-based protocols.
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    TDQS

    B3/5.0

    Scored across 61 tools

    Disambiguation4/5

    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.

    Naming Consistency4/5

    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'.

    Tool Count2/5

    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).

    Completeness3/5

    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.

    Maintenance

    ActivityInactive
    ResponsivenessNo issues