unreal-editor-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| UE_PROJECT_PATH | Yes | Path to the UE project root (containing the .uproject file) | |
| UE_MULTICAST_BIND | No | Multicast bind address | 127.0.0.1 |
| UE_MULTICAST_PORT | No | UDP multicast port | 6766 |
| UE_MULTICAST_GROUP | No | UDP multicast group for editor discovery | 239.0.0.1 |
| UE_EDITOR_PYTHON_PORT | No | TCP port for command connection | 6776 |
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
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| trigger_buildB | Start a build. Default: Live Coding (requires editor running). build_type: 'live_coding' (default). Returns build ID for status tracking. |
| get_build_statusB | Get build status. Latest build if no ID given. Returns: building, succeeded, or failed with error/warning counts. |
| get_build_errorsA | Get parsed build errors from the latest build. module: filter by source file path containing this string severity: 'error' or 'warning' limit: max errors to return (default 50) |
| get_build_summaryA | Overview of the latest build: error count, warning count, duration. |
| search_build_outputA | Regex search across raw build output from the latest build. |
| get_recent_logsB | Get recent log lines, optionally filtered by category and/or severity. category: e.g. 'LogTemp', 'LogNet', 'LogLiveCoding' severity: 'Fatal', 'Error', 'Warning', 'Display', 'Log', 'Verbose', 'VeryVerbose' count: max lines to return (default 50) |
| search_logsA | Regex search across the current session log buffer. pattern: regex pattern to search for in log messages category: optional category filter applied before search count: max results (default 50) |
| get_log_categoriesA | List all active log categories with their message counts. |
| get_crash_contextA | Get crash context: last Fatal log entries and crash report directory info. |
| tail_logB | Get log output from the last N seconds. category: optional category filter severity: optional severity filter seconds: how many seconds back to look (default 30) |
| get_log_statsC | Summary: errors/warnings per category, most active categories. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 11 tools
Build and log categories are distinct; within each, tools have clearly differentiated purposes: trigger_build initiates, get_build_status checks progress, search_build_output searches raw output, etc. Log tools likewise serve unique roles (recent lines, regex search, tail, stats, crash context). No ambiguity.
All tools follow a consistent verb_noun pattern with snake_case: trigger_build, get_build_status, get_recent_logs, search_logs, etc. No mixing of conventions or irregular verbs.
11 tools is well-scoped for the domain of build and log operations in Unreal Editor. Covers essential actions without being overwhelming.
Build operations cover trigger, status, errors, summary, and output search; logs cover recent lines, regex search, categories, stats, tail, and crash context. Minor gaps: no build cancel or multiple-build history, and no log streaming beyond tail.