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.
remove_mapping_modifier ~79
Remove a modifier from a mapping in an Input Mapping Context. Args: context_path: Path to the IMC asset mapping_index: Index of the mapping modifier_index: Index of the modifier within that mapping
| Name | Type | Req | Description |
|---|---|---|---|
| context_path | string | yes | – |
| mapping_index | integer | yes | – |
| modifier_index | integer | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_mapping_trigger ~79
Remove a trigger from a mapping in an Input Mapping Context. Args: context_path: Path to the IMC asset mapping_index: Index of the mapping trigger_index: Index of the trigger within that mapping
| Name | Type | Req | Description |
|---|---|---|---|
| context_path | string | yes | – |
| mapping_index | integer | yes | – |
| trigger_index | integer | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_mass_config_trait ~102
Remove a single trait from a Mass Entity Config without affecting other traits. Identify the trait by EITHER trait_index OR trait_class (not both required). Args: asset_path: Path to MassEntityConfigAsset trait_index: Index of the trait to remove trait_class: Class name or full path (e.g. "MassMovementTrait")
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| trait_class | – | – | – |
| trait_index | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_niagara_custom_hlsl_pin ~53
Remove a pin from a Custom HLSL node and rebuild its signature.
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| pin_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_niagara_emitter ~62
Remove an emitter from a Niagara System by name. Args: system_path: Path to the Niagara System asset emitter_name: Name of the emitter to remove
| Name | Type | Req | Description |
|---|---|---|---|
| emitter_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_niagara_module ~119
Remove a module from an emitter's script usage stack. Args: system_path: Path to the Niagara System asset emitter_name: Name of the target emitter module_name: Name of the module to remove script_usage: Stack the module is in — EmitterSpawn, EmitterUpdate, ParticleSpawn, ParticleUpdate, SystemSpawn, SystemUpdate
| Name | Type | Req | Description |
|---|---|---|---|
| emitter_name | string | yes | – |
| module_name | string | yes | – |
| script_usage | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_niagara_node_pin ~67
Remove a dynamic pin from any 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.
remove_niagara_renderer ~86
Remove a renderer from an emitter by index. Args: system_path: Path to the Niagara System asset emitter_name: Name of the target emitter renderer_index: Index of the renderer to remove (from get_niagara_emitters)
| Name | Type | Req | Description |
|---|---|---|---|
| emitter_name | string | yes | – |
| renderer_index | integer | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_niagara_script_parameter ~56
Remove a named input or output parameter from a Niagara script.
| Name | Type | Req | Description |
|---|---|---|---|
| direction | string | – | – |
| module_name | – | – | – |
| name | string | yes | – |
| script_path | – | – | – |
| system_path | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_niagara_user_parameter ~61
Remove a user parameter from a Niagara System. Args: system_path: Path to the Niagara System asset parameter_name: Name of the parameter to remove
| Name | Type | Req | Description |
|---|---|---|---|
| parameter_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_statetree_binding ~59
Remove a property binding by index. Args: asset_path: Content path to the StateTree asset binding_index: Index of the binding to remove
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| binding_index | integer | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_statetree_node ~63
Remove a task, evaluator, or condition by GUID. Args: asset_path: Content path to the StateTree asset node_guid: GUID of the node to remove
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| node_guid | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_statetree_parameter ~56
Remove a tree-level parameter by name. Args: asset_path: Content path to the StateTree asset name: Parameter name to remove
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_statetree_state ~82
Remove a state and all its children from the tree. Args: asset_path: Content path to the StateTree asset state: State index path state_name: State name state_guid: State GUID
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| state | – | – | – |
| state_guid | – | – | – |
| state_name | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_statetree_transition ~97
Remove a transition from a state. Args: asset_path: Content path to the StateTree asset transition_index: Index of the transition to remove state: State index path state_name: State name state_guid: State GUID
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| state | – | – | – |
| state_guid | – | – | – |
| state_name | – | – | – |
| transition_index | integer | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
remove_widget ~39
Remove a widget and its children. Cannot remove the root widget.
| Name | Type | Req | Description |
|---|---|---|---|
| widget_blueprint_path | string | yes | – |
| widget_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_asset ~37
Rename or move an asset. UE5 automatically fixes all references.
| Name | Type | Req | Description |
|---|---|---|---|
| dest_path | string | yes | – |
| source_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_blueprint_function ~43
Rename a function in a Blueprint.
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_name | string | yes | – |
| new_function_name | string | yes | – |
| old_function_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_data_table_row ~48
Rename a row in-place (preserves row order).
| Name | Type | Req | Description |
|---|---|---|---|
| data_table_path | string | yes | – |
| new_row_name | string | yes | – |
| old_row_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_niagara_custom_hlsl_pin ~95
Rename a Custom HLSL pin and update references inside the HLSL source. Braced references ("{OldName}") inside the HLSL code are rewritten to "{NewName}" via a whole-word replacement after the pin is renamed.
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| new_name | string | yes | – |
| old_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_niagara_node_pin ~102
Rename a dynamic pin on any node in a scratch pad graph. For Custom HLSL nodes, braced references inside the HLSL source ("{OldName}") are rewritten automatically.
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| new_name | string | yes | – |
| node_class | – | – | – |
| node_id | – | – | – |
| node_index | – | – | – |
| old_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_niagara_scratch_pad_module ~48
Rename a scratch pad module on a Niagara System.
| Name | Type | Req | Description |
|---|---|---|---|
| module_name | string | yes | – |
| new_name | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_niagara_script_parameter ~67
Rename a script parameter in-place across both asset and edit-copy graphs.
| Name | Type | Req | Description |
|---|---|---|---|
| direction | string | – | – |
| module_name | – | – | – |
| new_name | string | yes | – |
| old_name | string | yes | – |
| script_path | – | – | – |
| system_path | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
rename_widget ~49
Rename a widget (fixes up Blueprint variable tracking if bIsVariable).
| Name | Type | Req | Description |
|---|---|---|---|
| new_name | string | yes | – |
| widget_blueprint_path | string | yes | – |
| widget_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
reorder_niagara_emitter ~89
Move an emitter to a new position in the system's emitter list. Args: system_path: Path to the Niagara System asset emitter_name: Name of the emitter to move new_index: Target index (0-based) in the emitter list
| Name | Type | Req | Description |
|---|---|---|---|
| emitter_name | string | yes | – |
| new_index | integer | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
reorder_niagara_module ~122
Move a module to a new position within its script usage stack. Args: system_path: Path to the Niagara System asset emitter_name: Name of the target emitter module_name: Name of the module to move script_usage: Stack the module is in new_index: Target index (0-based) within the stack
| Name | Type | Req | Description |
|---|---|---|---|
| emitter_name | string | yes | – |
| module_name | string | yes | – |
| new_index | integer | yes | – |
| script_usage | string | yes | – |
| system_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
resolve_niagara_built_in_dynamic_input ~156
Discover built-in dynamic-input script asset paths via AssetRegistry. Replaces guessed paths like "/Niagara/Modules/DynamicInputs/UniformRangedFloat" (which vary across UE versions) with a live scan. Returns all UNiagaraScript assets with Usage=DynamicInput matching the filter. Args: name_filter: Case-insensitive substring on asset name (e.g. "Random", "UniformRanged", "Mask", "MultiplyVector") exact_name: If set, return only the asset whose name equals this max_results: Cap on returned entries (default 20)
| Name | Type | Req | Description |
|---|---|---|---|
| exact_name | – | – | – |
| max_results | integer | – | – |
| name_filter | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
save_all ~17
Save all unsaved (dirty) assets.
Input schema present but exposes no named parameters.
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
save_asset ~23
Save a specific asset to disk.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
search_class_paths ~302
Search for UClass types by name filter and parent class constraint. Returns full /Script/Module.ClassName paths needed for _ClassName in trait editing. Use this to find the correct class_path before calling set_data_asset_property with Mass Entity Config traits. Args: filter: Case-insensitive substring match on class name (e.g. "Conveyor", "Miner") parent_class: Only return subclasses of this class (e.g. "MassEntityTraitBase" for traits, "MassFragment" for fragments, "MassTag" for tags, "MassProcessor" for processors). Empty = search all classes. max_results: Maximum results to return (default 50) include_properties: If true, also return each class's editable UPROPERTY names, types, and default values. Use sparingly — adds tokens per result. Examples: search_class_paths(filter="Conveyor", parent_class="MassEntityTraitBase") → finds MassConveyorBeltTrait with class_path "/Script/Jiggify.MassConveyorBeltTrait" search_class_paths(filter="Pipeline", parent_class="MassFragment") → finds all pipeline-related fragments search_class_paths(parent_class="MassEntityTraitBase") → lists ALL available traits (no filter)
| Name | Type | Req | Description |
|---|---|---|---|
| filter | string | – | – |
| include_properties | boolean | – | – |
| max_results | integer | – | – |
| parent_class | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
search_material_functions ~106
Search for Material Functions by name. Args: filter: Name substring to match (e.g. "Blend", "Normal", "Fresnel") path: Content Browser path to search in (default "/Game") max_results: Maximum results to return (default 50) include_engine: Include engine built-in material functions
| Name | Type | Req | Description |
|---|---|---|---|
| filter | – | – | – |
| include_engine | boolean | – | – |
| max_results | integer | – | – |
| path | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
search_niagara_functions ~133
Search Niagara script assets by usage + name filter. Dedicated shortcut for finding module / dynamic_input / function script assets so you can pass the result directly to add_niagara_module or set_niagara_dynamic_input. Args: filter: Optional name/path substring usage: "module", "dynamic_input", or "function" (default) include_engine: When false, restricts scan to /Game max_results: Cap on returned entries
| Name | Type | Req | Description |
|---|---|---|---|
| filter | – | – | – |
| include_engine | boolean | – | – |
| max_results | integer | – | – |
| usage | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
search_parent_classes ~127
Search for classes that can be used as Blueprint parents. Use this BEFORE create_blueprint to find the correct parent class name. Returns a filtered list of matching classes — never dumps all classes. Args: filter: Keyword to search for (e.g. "Miner", "Actor", "Pawn", "Widget") max_results: Maximum results (default 20, max 100) include_blueprint_classes: Also include Blueprint-generated classes (default True)
| Name | Type | Req | Description |
|---|---|---|---|
| filter | string | yes | – |
| include_blueprint_classes | boolean | – | – |
| max_results | integer | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
search_statetree_nodes ~150
Search for nodes across the entire StateTree by class name or category. Answers questions like: "Is MassEnemyAttackTask used?" or "Which states have conditions?" Returns each match with its location (which state, evaluator list, transition, etc.). Args: asset_path: Content path to the StateTree asset class_filter: Substring filter on node class name (e.g. "Attack", "CompareInt") category: Filter by node category: "task", "evaluator", "condition", "consideration", "global_task" (empty = search all categories)
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| category | – | – | – |
| class_filter | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_actor_property ~309
Set a property at any nested path on a placed level actor instance. Writes to the actual placed actor (not its CDO/Blueprint defaults), so editor overrides are preserved. Walks struct fields and array indices, fires PostEditChangeProperty on the top-level property, and marks the level dirty. Args: actor_label: Actor's display label in the Outliner (or its UObject name). property_path: Dot-separated property path. Examples: "Settings.BloomIntensity" "Settings.ColorGradingHighlights.Gain" "Tags[0]" "Settings.bOverride_BloomIntensity" property_value: The value to write. Accepts: - Numbers, bools, strings for primitives and enums - JSON object for structs ({"R":1.0,"G":0.5,"B":0.0,"A":1.0} for FLinearColor) - UE text format string for structs ("(R=1.0,G=0.5,B=0.0,A=1.0)") - Asset path string for object/class references component_name: Optional. If set, the path is resolved starting from a component on the actor instead of the actor itself. Returns: actor identification + the resolved top-level FProperty name.
| Name | Type | Req | Description |
|---|---|---|---|
| actor_label | string | yes | – |
| component_name | string | – | – |
| property_path | string | yes | – |
| property_value | – | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_actor_transform ~49
Set an actor's location, rotation, and/or scale.
| Name | Type | Req | Description |
|---|---|---|---|
| location | array | – | – |
| name | string | yes | – |
| rotation | array | – | – |
| scale | array | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_asset_property ~87
Set a property on an asset. Args: property_name: Property name (e.g. "two_sided", "blend_mode") property_value: JSON-encoded value (e.g. "true", "0.5", '"translucent"')
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| property_name | string | yes | – |
| property_value | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_blueprint_class_defaults ~174
Set default property values on a Blueprint's generated class CDO. Works on ALL editable properties — C++ parent properties and BP-defined variables alike (e.g. SlotWidgetClass, MaxHealth, bCanFly). Set a single property with property_name + property_value, or set multiple at once with a properties dict. Both can be used in the same call. Args: blueprint_path: Full path to blueprint (e.g. "/Game/Blueprints/BP_MyActor") property_name: Name of a single property to set property_value: Value for the single property (JSON-compatible) properties: Dict of property names to values for batch setting
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_path | string | yes | – |
| properties | – | – | – |
| property_name | – | – | – |
| property_value | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_blueprint_node_property ~201
Set a node property or perform semantic editing. Semantic actions (pass via 'action'): add_pin, remove_pin, set_enum_type, set_pin_type, set_value_type, set_cast_target, set_function_call, set_event_type Each action has associated params (pin_type, pin_name, enum_type, new_type, target_type, target_function, target_class, event_type).
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | – | – |
| blueprint_name | string | yes | – |
| enum_type | string | – | – |
| event_type | string | – | – |
| function_name | string | – | – |
| new_type | string | – | – |
| node_id | string | yes | – |
| pin_name | string | – | – |
| pin_type | string | – | – |
| property_name | string | – | – |
| property_value | string | – | – |
| target_class | string | – | – |
| target_function | string | – | – |
| target_type | string | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_blueprint_variable_properties ~134
Modify properties of an existing Blueprint variable. All parameters besides blueprint_name and variable_name are optional — only provided values are changed.
| Name | Type | Req | Description |
|---|---|---|---|
| blueprint_name | string | yes | – |
| category | string | – | – |
| default_value | string | – | – |
| expose_on_spawn | boolean | – | – |
| is_editable_in_instance | boolean | – | – |
| is_public | boolean | – | – |
| replication_condition | integer | – | – |
| replication_enabled | boolean | – | – |
| tooltip | string | – | – |
| var_name | string | – | – |
| var_type | string | – | – |
| variable_name | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_data_asset_properties ~60
Set multiple properties in a single call (one load + one save). More efficient than calling set_data_asset_property in a loop. Same value format as set_data_asset_property.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| properties | object | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_data_asset_property ~308
Set a single property on a data asset. Supports all types: primitives, enums, FName, FText, structs ({"tagName": "..."}), arrays, object refs ("/Game/..."), soft refs, and None (clears reference). property_name is case-sensitive (exact FProperty name). **Mass Entity Config — Editing Trait Properties:** To edit trait properties on a MassEntityConfigAsset (e.g., BeltSpeed, SlotCount), set property_name="Config" with a JSON value containing the Traits array. Each trait needs a "_ClassName" with FULL path "/Script/Module.ClassName". Example — set BeltSpeed on a conveyor config: set_data_asset_property( asset_path="/Game/.../DA_ConveyorMassConfig_Mk2", property_name="Config", property_value={ "Traits": [{"_ClassName": "/Script/Jiggify.MassConveyorBeltTrait", "BeltSpeed": 200}] } ) IMPORTANT: _ClassName MUST be full path ("/Script/Jiggify.MassConveyorBeltTrait"), NOT short name ("MassConveyorBeltTrait"). Short names create wrong base class. For configs with multiple traits, include ALL traits in the array (entire array is replaced). Only set the properties you want to change — others use C++ defaults.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| property_name | string | yes | – |
| property_value | – | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_input_action_properties ~90
Set properties on an Input Action. Args: asset_path: Path to the InputAction asset value_type: Convenience shortcut — Boolean | Axis1D | Axis2D | Axis3D properties: Dict of property names to values (e.g. {"bConsumeInput": false})
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| properties | – | – | – |
| value_type | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_key_mapping ~89
Change the key or action on an existing mapping in an IMC. Args: context_path: Path to the IMC asset index: Mapping index to modify key: New key name (optional) action_path: New action path (optional)
| Name | Type | Req | Description |
|---|---|---|---|
| action_path | – | – | – |
| context_path | string | yes | – |
| index | integer | yes | – |
| key | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_mass_config_trait_property ~480
Modify properties on an EXISTING trait in a Mass Entity Config in-place. Never replaces the Traits array, never creates new UObjects. Only touches the specific properties you provide — all other trait values stay intact. Uses Unreal's own ImportText reflection so it supports ANY property type (structs, arrays, object refs, meshes, LOD params, enums, etc.). Identify the trait by EITHER trait_index OR trait_class (not both required). Set properties with EITHER property_name+property_value (single) OR properties dict (batch). Args: asset_path: Path to MassEntityConfigAsset trait_index: Index of the trait in the Traits array (from get_mass_config_traits) trait_class: Class name or full path (e.g. "MassMovementTrait" or "/Script/MassMovement.MassMovementTrait") property_name: Single property to set (requires property_value) property_value: Value for property_name. For structs use dict, for object refs use asset path string, for enums use name string. properties: Batch set multiple properties {name: value, ...} Examples: # Set MaxSpeed on movement trait by class name set_mass_config_trait_property( asset_path="/Jiggify/Game/.../DA_Config", trait_class="MassMovementTrait", property_name="Movement", property_value={"MaxSpeed": 300, "MaxAcceleration": 500} ) # Set LODMaxCount on visualization trait by index set_mass_config_trait_property( asset_path="/Jiggify/Game/.../DA_Config", trait_index=4, property_name="LODParams", property_value={"LODMaxCount": [2000, 5000, 10000, 2147483647]} ) # Batch set multiple properties set_mass_config_trait_property( asset_path="/Jiggify/Game/.../DA_Config", trait_class="MassEnemyTrait", properties={"MaxHealth": 50, "BaseDamage": 10, "MoveSpeed": 400} )
| Name | Type | Req | Description |
|---|---|---|---|
| asset_path | string | yes | – |
| properties | – | – | – |
| property_name | – | – | – |
| property_value | – | – | – |
| trait_class | – | – | – |
| trait_index | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_material_expression_property ~113
Set a property on an existing material expression node. Accepts snake_case ("parameter_name") or PascalCase ("ParameterName"). Common properties: parameter_name, default_value, slider_min, slider_max, group, texture, code, description, output_type, inputs, add_inputs, outputs, SpeedX, SpeedY, CoordinateIndex, R, Constant.
| Name | Type | Req | Description |
|---|---|---|---|
| material_path | string | yes | – |
| node_index | integer | yes | – |
| property_name | string | yes | – |
| property_value | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_material_function_input ~222
Modify an existing FunctionInput node's properties. Args: function_path: Full path to existing material function node_index: Index of the FunctionInput node (from get_material_function_info) input_name: New pin name input_type: New type (Scalar/Vector2/Vector3/Vector4/Texture2D/TextureCube/ Texture2DArray/VolumeTexture/StaticBool/MaterialAttributes/ TextureExternal/Bool/Substrate) description: New tooltip sort_priority: New display order use_preview_as_default: Use preview value as default preview_value: JSON array for default value (e.g. "[0.5]", "[1.0, 0.0, 0.0, 1.0]")
| Name | Type | Req | Description |
|---|---|---|---|
| description | – | – | – |
| function_path | string | yes | – |
| input_name | – | – | – |
| input_type | – | – | – |
| node_index | integer | yes | – |
| preview_value | – | – | – |
| sort_priority | – | – | – |
| use_preview_as_default | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_material_function_output ~104
Modify an existing FunctionOutput node's properties. Args: function_path: Full path to existing material function node_index: Index of the FunctionOutput node (from get_material_function_info) output_name: New pin name description: New tooltip sort_priority: New display order
| Name | Type | Req | Description |
|---|---|---|---|
| description | – | – | – |
| function_path | string | yes | – |
| node_index | integer | yes | – |
| output_name | – | – | – |
| sort_priority | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_material_instance_parameter ~89
Set a parameter override on a Material Instance. Args: param_type: scalar | vector | texture | static_switch value: JSON-encoded — float, [r,g,b,a], "/Game/path", or true/false
| Name | Type | Req | Description |
|---|---|---|---|
| material_path | string | yes | – |
| param_name | string | yes | – |
| param_type | string | yes | – |
| value | string | yes | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
set_material_properties ~139
Bulk-set material-level properties in one call. Args: blend_mode: opaque | masked | translucent | additive | modulate | alpha_composite | alpha_holdout shading_model: default_lit | unlit | subsurface | clear_coat | etc. recompile: Recompile after setting properties (default True)
| Name | Type | Req | Description |
|---|---|---|---|
| allow_negative_emissive_color | – | – | – |
| blend_mode | – | – | – |
| dithered_lof_transition | – | – | – |
| material_path | string | yes | – |
| opacity_mask_clip_value | – | – | – |
| recompile | boolean | – | – |
| shading_model | – | – | – |
| two_sided | – | – | – |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.