UnrealMCP — AI Bridge for Unreal Engine 5
PYPI · UNREALMCP · SCANNED AUG 7
Control the Unreal Engine 5 editor from any MCP client: Blueprints, materials, Niagara.
Available components
How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score →
Supply Chain Security25
- Malware scan not yet available for this package.Unverified
- CVE check failed: an unpatched critical CVE affects this package; the score is capped at 0. See how to fix → View diagnostics → Fail
- Runs setuptools.build_meta at install time, a recognised native-build step with no shell scripting around it. View diagnostics → Pass
- 8 of 78 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency32
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- Provenance check failed: no build-provenance attestation is published. See how to fix → View diagnostics → Fail
- License check failed: no license is declared. See how to fix → Fail
- Actively maintained (last published 0 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
Schema Quality & AI Usability37
- AI-judged instruction clarity (poor).Fail
- Context-footprint check failed: tool/resource definitions use about 35352 tokens (~123/item across 286 items; 286 tools + 0 resources), over budget; trim descriptions and params. See how to fix → Fail
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management0
- Stability not yet verified: not enough scan history yet (needs a 30-day window).Unverified
Tool Coverage71
- 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
- 0% of tool parameters carry a description.Fail
- Structured output schemas are declared (100% of tools); any adoption earns full credit.Pass
Capabilities100
- Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Unverified: 1 category
A category scored 0 because we could not verify it: a data source with nothing on this package, evidence we could not reach, or a check we could not run. We only credit what we can confirm.
Add this component to your MCP client. Where a client-specific snippet is available, pick your client below and copy it straight into your config; otherwise use the connection detail shown.
pypi · unrealmcp
claude mcp add aadeshrao123-unreal-mcp -- uvx unrealmcp
codex mcp add aadeshrao123-unreal-mcp -- uvx unrealmcp
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"aadeshrao123-unreal-mcp": {
"type": "local",
"command": [
"uvx",
"unrealmcp"
],
"enabled": true
}
}
} openclaw mcp add aadeshrao123-unreal-mcp --command uvx --arg unrealmcp
mcp_servers:
aadeshrao123-unreal-mcp:
command: "uvx"
args: ["unrealmcp"] {
"mcpServers": {
"aadeshrao123-unreal-mcp": {
"command": "uvx",
"args": [
"unrealmcp"
]
}
}
} Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.
- 7 Aug 26 0
- Malware scan: pass → unverified ▼ security
- 6 Aug 26 0
First indexed and scored.
Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.
Captured 7 Aug 2026 · Analysed pypi/[email protected]
Provenance No attestation
The registry publishes no build provenance for this version, so there is nothing to verify.
| Result | No attestation |
|---|---|
| Ecosystem | pypi |
Install scripts 1 script
| Hook | Tier | Command |
|---|---|---|
| build_backend | allowlisted | setuptools.build_meta |
Vulnerabilities 6 findings
| ID | CVE | Severity | Vector | Fix available |
|---|---|---|---|---|
| GHSA-m8x7-r2rg-vh5g | CVE-2025-64340 | medium | CVSS:3.1/AV:L/AC:H/PR:L/UI:R/S:U/C:H/I:H/A:H | yes |
| GHSA-rww4-4w9c-7733 | CVE-2026-27124 | high | yes | |
| GHSA-vv7q-7jx5-f767 | CVE-2026-32871 | critical | CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:C/C:H/I:H/A:H | yes |
| PYSEC-2026-2475 | CVE-2025-64340 | medium | CVSS:3.1/AV:L/AC:H/PR:L/UI:R/S:U/C:H/I:H/A:H | yes |
| PYSEC-2026-2476 | CVE-2026-27124 | none | yes | |
| PYSEC-2026-338 | CVE-2026-32871 | critical | CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:C/C:H/I:H/A:H | yes |
Dependencies 78 packages
| Packages resolved | 78 |
|---|---|
| Stale | 5 |
| No linked repository | 3 |
| Tree resolution | Complete |
The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability.
compile_niagara_system ~63
Compile a Niagara System and report any errors. Args: system_path: Path to the Niagara System asset wait_for_completion: If true, block until compilation finishes
| Name | Type | Req | Description |
|---|---|---|---|
| system_path | string | yes | – |
| wait_for_completion | boolean | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
compile_statetree ~42
Compile a StateTree and return errors/warnings. Args: asset_path: Content path to the StateTree asset
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
connect_blueprint_nodes ~128
Connect two nodes in a Blueprint graph. Args: source_node_id: GUID of the source node source_pin_name: Output pin name on source target_node_id: GUID of the target node target_pin_name: Input pin name on target function_name: Function graph (empty = EventGraph)
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_name | string | yes | – |
| function_name | string | – | – |
| source_node_id | string | yes | – |
| source_pin_name | string | yes | – |
| target_node_id | string | yes | – |
| target_pin_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
connect_material_expressions ~197
Connect two expression nodes using their indices. Args: from_node: Source node index to_node: Target node index (e.g. "5") or "material" for material output to_pin: Input pin name, or material property when to_node="material": BaseColor, Metallic, Specular, Roughness, Anisotropy, EmissiveColor, Opacity, OpacityMask, Normal, Tangent, WorldPositionOffset, Displacement, SubsurfaceColor, CustomData0, CustomData1, AmbientOcclusion, Refraction, PixelDepthOffset, ShadingModel, SurfaceThickness, FrontMaterial from_pin: Output pin name ("" = primary output)
| Name | Type | Req | Description |
|---|---|---|---|
| from_node | integer | yes | – |
| from_pin | string | – | – |
| material_path | string | yes | – |
| to_node | string | yes | – |
| to_pin | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
connect_niagara_pins ~144
Wire one node's output pin to another node's input pin inside a scratch pad graph. Connection is validated via UEdGraphSchema_Niagara::TryCreateConnection so type mismatches are rejected cleanly. Identify each side via the (class | index | id) trio.
| Name | Type | Req | Description |
|---|---|---|---|
| from_node_class | – | – | – |
| from_node_id | – | – | – |
| from_node_index | – | – | – |
| from_pin | string | yes | – |
| module_name | string | yes | – |
| system_path | string | yes | – |
| to_node_class | – | – | – |
| to_node_id | – | – | – |
| to_node_index | – | – | – |
| to_pin | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
control_niagara_effect ~68
Control a Niagara effect actor in the level. Args: actor_name: Name/label of the Niagara actor action: Control action — "activate", "deactivate", "reset", "destroy"
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | – |
| actor_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_blueprint ~112
Create a new Blueprint asset from any C++ or Blueprint parent class. Supports parent classes from ANY module (Engine, Game, plugins, etc.). Use search_parent_classes first to find the correct name. parent_class accepts short names ("MinerActor"), prefixed ("AMinerActor"), full paths ("/Script/Jiggify.AMinerActor"), or BP paths ("/Game/Blueprints/BP_Base").
| Name | Type | Req | Description |
|---|---|---|---|
| name | string | yes | – |
| parent_class | string | – | – |
| path | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_blueprint_function ~42
Create a new function in a Blueprint.
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_name | string | yes | – |
| function_name | string | yes | – |
| return_type | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_blueprint_variable ~87
Create a variable in a Blueprint. variable_type: bool, int, float, string, vector, rotator
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_name | string | yes | – |
| category | string | – | – |
| default_value | string | – | – |
| is_public | boolean | – | – |
| tooltip | string | – | – |
| variable_name | string | yes | – |
| variable_type | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_data_asset ~122
Create a new data asset of any UDataAsset subclass. Args: class_name: Short name ("ItemData") or full path ("/Script/Jiggify.UItemData") asset_path: Full content path including name (e.g. "/Game/Data/Items/DA_IronOre") initial_properties: Optional dict of property values to set after creation. Supports primitives, structs, arrays, object paths, gameplay tags, etc.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| class_name | string | yes | – |
| initial_properties | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_input_action ~92
Create a new UInputAction asset. Args: asset_path: Full content path including name (e.g. "/Game/Input/IA_Jump") value_type: Boolean | Axis1D | Axis2D | Axis3D properties: Optional dict of additional properties to set after creation
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| properties | – | – | – |
| value_type | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_input_mapping_context ~64
Create a new UInputMappingContext asset. Args: asset_path: Full content path including name (e.g. "/Game/Input/IMC_Default") description: Optional localized description
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| description | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_material ~222
Create a new Material asset. Returns error if the asset already exists (avoids editor overwrite popup). Pass force=true to delete and recreate. Args: name: Material name (e.g. "M_MyMaterial") path: Content Browser path blend_mode: opaque | masked | translucent | additive | modulate | alpha_composite | alpha_holdout shading_model: default_lit | unlit | subsurface | clear_coat | subsurface_profile | two_sided_foliage | cloth | eye | thin_translucent two_sided: Render on both sides opacity_mask_clip_value: Clip value for masked blend mode (0.0-1.0) force: If true, delete existing asset and recreate (default false)
| Name | Type | Req | Description |
|---|---|---|---|
| blend_mode | string | – | – |
| force | boolean | – | – |
| name | string | yes | – |
| opacity_mask_clip_value | – | – | – |
| path | string | – | – |
| shading_model | string | – | – |
| two_sided | boolean | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_material_function ~133
Create a new Material Function asset. Returns error if asset already exists. Pass force=true to delete and recreate. Args: name: Function name (e.g. "MF_CustomBlend") path: Content Browser path description: Function description shown in tooltips expose_to_library: Whether the function appears in the material editor's function library force: If true, delete existing asset and recreate (default false)
| Name | Type | Req | Description |
|---|---|---|---|
| description | string | – | – |
| expose_to_library | boolean | – | – |
| force | boolean | – | – |
| name | string | yes | – |
| path | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_material_instance ~212
Create a Material Instance from a parent material. Returns error if asset already exists. Pass force=true to delete and recreate. Args: parent_path: Full path to parent (e.g. "/Game/Materials/M_Base") name: Instance name (e.g. "MI_Red") scalar_params: JSON dict of scalar overrides — {"Opacity": 0.5, "Metallic": 1.0} vector_params: JSON dict of vector overrides — {"BaseColor": [1.0, 0.0, 0.0, 1.0]} texture_params: JSON dict of texture overrides — {"Texture": "/Game/Textures/T_Wood"} force: If true, delete existing asset and recreate (default false)
| Name | Type | Req | Description |
|---|---|---|---|
| force | boolean | – | – |
| name | string | yes | – |
| parent_path | string | yes | – |
| path | string | – | – |
| scalar_params | – | – | – |
| texture_params | – | – | – |
| vector_params | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_niagara_module_asset ~120
Create a standalone Niagara script asset (module / dynamic input / function). Duplicates the editor's default template when available so the produced asset has the same initial graph as one created via the Niagara asset wizard. Args: asset_path: Full content path including name (e.g. "/Game/FX/Modules/MyModule") module_type: "module", "dynamic_input", or "function" description: Optional description text
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| description | – | – | – |
| module_type | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_niagara_scratch_pad_module ~172
Create a new scratch pad script on a Niagara System. Duplicates the editor's default template (DefaultModuleScript / DefaultDynamicInputScript / DefaultFunctionScript from NiagaraEditorSettings) so the resulting graph is pre-wired with Input / MapGet / MapSet / Output just like clicking "Create New Module" in the Scratch Script Manager. Falls back to a manually-built minimal graph if the template asset is unavailable. Args: system_path: Niagara System asset path module_name: Desired scratch script name (unique within the system's ScratchPadScripts) module_type: "module" (default), "dynamic_input", or "function"
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | – | – |
| module_type | string | – | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_niagara_system ~79
Create a new Niagara System asset. Args: asset_path: Full content path including name (e.g. "/Game/FX/NS_Fire") template: Template to base the system on — "empty" or a path to an existing system/template
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| template | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
create_statetree ~93
Create a new StateTree asset with the specified schema. Args: asset_path: Content path for the new asset (e.g. "/Game/AI/ST_MyTree") schema_class: Schema class name (e.g. "MassStateTreeSchema", "StateTreeComponentSchema", "StateTreeAIComponentSchema")
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| schema_class | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_actor ~24
Delete an actor from the level by name.
| Name | Type | Req | Description |
|---|---|---|---|
| name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_asset ~50
Delete an asset or directory from the Content Browser. Checks for references first unless force=True. Paths without a dot are treated as directories.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| force | boolean | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_blueprint_function ~33
Delete a function from a Blueprint.
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_name | string | yes | – |
| function_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_blueprint_node ~44
Delete a node from a Blueprint graph by GUID.
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_name | string | yes | – |
| function_name | string | – | – |
| node_id | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_data_table_row ~37
Delete a row from a Data Table by name.
| Name | Type | Req | Description |
|---|---|---|---|
| data_table_path | string | yes | – |
| row_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_material_expression ~55
Delete a single expression node by index. Recompiles and saves automatically. Remaining node indices may shift — re-query with get_material_graph_nodes afterwards.
| Name | Type | Req | Description |
|---|---|---|---|
| material_path | string | yes | – |
| node_index | integer | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_niagara_graph_node ~77
Delete a node from a Niagara graph (asset + edit-copy). Provide node_index (ordinal) OR node_id (FGuid string from get_niagara_graph_nodes).
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | – | – | – |
| node_id | – | – | – |
| node_index | – | – | – |
| script_path | – | – | – |
| system_path | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_niagara_scratch_pad_module ~40
Delete a scratch pad module from a Niagara System.
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
delete_niagara_system ~58
Delete a Niagara System asset. Args: system_path: Path to the Niagara System asset force: If true, skip reference checks and force deletion
| Name | Type | Req | Description |
|---|---|---|---|
| force | boolean | – | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
describe_niagara_type ~206
Return the full schema of any Niagara type — primitive, enum, struct, or data interface. Built on a generic FProperty introspector, so the output handles every Unreal property kind recursively (bool / int{8,16,32,64} / uint{16,32,64} / float / double / string / name / text / enum / struct / array / map / set / object / class / soft_object / soft_class / interface / delegate). For enums, returns every entry with name + display_name + value + tooltip. For structs, walks every editable field. For data interfaces, returns the full CDO schema. Args: type: Type identifier — built-in name ("float", "vec3", "Color"), registered Niagara type, UEnum / UScriptStruct path, or UNiagaraDataInterface subclass name (with or without the U prefix).
| Name | Type | Req | Description |
|---|---|---|---|
| type | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
disconnect_material_expression ~72
Disconnect a specific input pin on a material expression node. Args: node_index: The target node whose input pin will be disconnected input_pin: Name of the input pin to disconnect
| Name | Type | Req | Description |
|---|---|---|---|
| input_pin | string | yes | – |
| material_path | string | yes | – |
| node_index | integer | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
disconnect_niagara_pins ~70
Break all connections on a specific pin of a node in a scratch pad graph.
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| node_class | – | – | – |
| node_id | – | – | – |
| node_index | – | – | – |
| pin_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
duplicate_asset ~40
Duplicate an asset to a new location.
| Name | Type | Req | Description |
|---|---|---|---|
| dest_name | string | yes | – |
| dest_path | string | yes | – |
| source_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
duplicate_data_table_row ~46
Copy an existing row under a new name.
| Name | Type | Req | Description |
|---|---|---|---|
| data_table_path | string | yes | – |
| new_row_name | string | yes | – |
| source_row_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
duplicate_material_expression ~65
Duplicate a node (same type and properties, offset from original). Returns the new node_index. Connections are NOT copied.
| Name | Type | Req | Description |
|---|---|---|---|
| material_path | string | yes | – |
| node_index | integer | yes | – |
| offset_x | integer | – | – |
| offset_y | integer | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
duplicate_niagara_emitter ~77
Duplicate an emitter within a Niagara System. Args: system_path: Path to the Niagara System asset emitter_name: Name of the emitter to duplicate new_name: Optional name for the duplicated emitter
| Name | Type | Req | Description |
|---|---|---|---|
| emitter_name | string | yes | – |
| new_name | – | – | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
duplicate_niagara_scratch_pad_module ~83
Duplicate an existing scratch pad module on a system. Args: system_path: Niagara System asset path module_name: Source scratch pad module name new_name: Optional new name (defaults to "<source>_Copy")
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| new_name | – | – | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
duplicate_widget ~56
Deep-copy a widget including children. Auto-renames on conflicts.
| Name | Type | Req | Description |
|---|---|---|---|
| new_name | string | – | – |
| parent_widget_name | string | – | – |
| widget_blueprint_path | string | yes | – |
| widget_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
execute_python ~52
Execute arbitrary Python code inside the running Unreal Editor. The `unreal` module is pre-imported. Set a variable named `result` to return structured data back to Claude Code.
| Name | Type | Req | Description |
|---|---|---|---|
| code | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
find_actors ~277
Flexible actor search across the level — combine any number of filters. Use this to answer "is X in the world", "first 5 actors of class Y", "all actors starting with name Z and tagged W". All filters AND together. Returns total count scanned/matched even when results are truncated. Args: name_pattern: Case-insensitive substring on UObject name (e.g. "Light"). label_pattern: Case-insensitive substring on outliner display label. class_filter: Class name (short or full path). When it resolves to a real UClass, uses IsA() (or exact_class for ==). Otherwise falls back to substring match on the actor's class name/path. tag: Match actors with this FName in their Tags. exact_class: When class_filter resolves to a UClass, require exact match instead of subclass. max_results: Cap on returned entries (0 = unlimited; truncated flag set). include_transform: Include location/rotation/scale per entry.
| Name | Type | Req | Description |
|---|---|---|---|
| class_filter | string | – | – |
| exact_class | boolean | – | – |
| include_transform | boolean | – | – |
| label_pattern | string | – | – |
| max_results | integer | – | – |
| name_pattern | string | – | – |
| tag | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
find_actors_by_name ~27
Find actors whose name matches the given pattern.
| Name | Type | Req | Description |
|---|---|---|---|
| pattern | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
find_assets ~153
Search the Asset Registry by class, path, and/or name pattern. Args: class_type: Shortcut ("material", "blueprint", "static_mesh", "texture", "data_table", "niagara_system", etc.) or "PackagePath.ClassName" path: Content path filter (e.g. "/Game/Materials") name_pattern: Substring match on asset name (case-insensitive) recursive: Search subdirectories (default True) max_results: Maximum results to return (default 200)
| Name | Type | Req | Description |
|---|---|---|---|
| class_type | string | – | – |
| max_results | integer | – | – |
| name_pattern | string | – | – |
| path | string | – | – |
| recursive | boolean | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
find_niagara_scratch_pad_usage ~132
Reverse lookup: find where a scratch pad script is referenced in the stack. Scans every emitter/system script graph (system_spawn, system_update, emitter_spawn, emitter_update, particle_spawn, particle_update) for UNiagaraNodeFunctionCall nodes whose FunctionScript matches the named scratch pad. Returns each site as {emitter, script_usage, function_name, node_id, is_dynamic_input}. Use this to answer "what uses GetDataInterfaceLength?" without walking every emitter manually.
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
find_references ~59
Find assets that reference or are referenced by the given asset. direction: "dependents" (who uses this), "dependencies" (what this uses), or "both"
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| direction | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
get_actor_material_info ~27
Get material slot info for a level actor.
| Name | Type | Req | Description |
|---|---|---|---|
| actor_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
get_actor_properties ~359
Get property values from a live actor instance placed in the world. Unlike get_blueprint_class_defaults (CDO), this reads the placed instance — per-instance overrides are returned correctly. Two output modes: - Nested (default, flat=False): top-level FProperty names, structs as nested JSON. Filter only matches top-level names — best for quickly inspecting one actor. - Flat (flat=True): every leaf returned as "Settings.BloomIntensity": value with a path-aware filter. Best for AI search ("find me everything containing 'bloom'"). Args: actor_label: Outliner label or UObject name. filter: Case-insensitive substring. Nested mode = top-level only; flat mode = matches full dotted path. include_components: Also return components' properties. flat: Return flat dotted-path dict instead of nested structure. max_depth: (flat mode) Max struct nesting depth. Default 3. include_metadata: (flat mode) Replace each value with full metadata object (type info, clamps, enum values, etc.). expand_arrays: (flat mode) Emit array elements as Field[N] entries. array_element_limit: (flat mode) Max elements emitted per array. Default 16.
| Name | Type | Req | Description |
|---|---|---|---|
| actor_label | string | yes | – |
| array_element_limit | integer | – | – |
| category | string | – | – |
| cursor | integer | – | – |
| expand_arrays | boolean | – | – |
| filter | string | – | – |
| flat | boolean | – | – |
| include_components | boolean | – | – |
| include_inherited | boolean | – | – |
| include_metadata | boolean | – | – |
| max_depth | integer | – | – |
| max_entries | integer | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
get_actor_property_metadata ~571
Inspect type/clamp/enum metadata for properties on a placed actor. Returns a flat dict keyed by dotted path with per-property metadata (cpp_type, ue_type, category, display_name, tooltip, current_value, clamp_min/max, ui_min/max, valid_values for enums, inner/element/key/value types for containers, object_class / meta_class for refs, plus is_struct/is_array/is_enum/is_object /is_bool / editable / transient / readonly flags). ALSO returns a "_summary" header containing total_available, total_returned, truncated, next_cursor, own_count, inherited_count, class_chain, and a "categories" map (UPROPERTY Category -> count) — use this to navigate without flooding context. max_entries=0 returns ONLY the summary so you can plan first. Args: actor_label: Outliner label or UObject name. property_path: Optional dotted path. Empty = enumerate top-level properties. If the path is a struct, enumerates that struct's fields. If a leaf scalar/enum, returns metadata for just that property. If an OBJECT REFERENCE, returns single-property metadata for the ref + a hint (use component_name to inspect the target's properties), unless descend_into_objects=True is passed. filter: Case-insensitive substring on full dotted path. category: Case-insensitive exact match against UPROPERTY(Category="X"). Sub-categories use "|" — e.g. "Lens|Bloom". depth: How many struct levels to expand below the start point. 0 = flat. expand_enums: Include valid_values list for enum-typed fields. include_inherited: Include properties from super classes. False = only those declared on the most-derived class (use to scope down components). descend_into_objects: When property_path lands on an FObjectProperty, enumerate the target object's class instead of returning a single metadata blob. Disabled by default — prefer component_name. max_entries: Hard cap on emitted entries. Default 50. 0 = summary only.…
| Name | Type | Req | Description |
|---|---|---|---|
| actor_label | string | yes | – |
| category | string | – | – |
| component_name | string | – | – |
| cursor | integer | – | – |
| depth | integer | – | – |
| descend_into_objects | boolean | – | – |
| expand_enums | boolean | – | – |
| filter | string | – | – |
| include_inherited | boolean | – | – |
| max_entries | integer | – | – |
| property_path | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
get_actors_in_level ~19
List all actors in the current level.
Input schema present but exposes no named parameters.
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
get_asset_info ~29
Get asset metadata: class, package, and key properties.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
get_asset_properties ~25
Get all editable properties of an asset.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
get_available_material_pins ~109
Query all available material output pins for a specific material. Returns every pin that is currently visible (based on material settings), whether it's connected, what type it expects, and which node feeds it. Use this to discover valid to_pin values for connect_material_expressions with to_node="material". The available pins change based on blend mode, shading model, and whether Substrate is enabled. Also reports substrate_enabled and has_front_material_connected status.
| Name | Type | Req | Description |
|---|---|---|---|
| material_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.