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io.github.ChiR24/unreal-engine-mcp

NPM · UNREAL-ENGINE-MCP-SERVER · SCANNED AUG 3

MCP server for Unreal Engine 5 with 23 tools for game development automation.

+16 this week 57 Trust /100
Trust breakdown (6 categories)

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 Security87
  • No malware found by supply-chain analysis.Pass
  • Only part of the dependency tree could be resolved (97 of 101), so this covers what we could see, not the whole tree.Partial
  • No install/post-install scripts declared.Pass
  • Only part of the dependency tree could be resolved (97 of 101), so this covers what we could see, not the whole tree. View diagnostics → Partial
Provenance & Transparency19
Schema Quality & AI Usability46
  • 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Pass
  • AI-judged instruction clarity (poor).Fail
  • Context-footprint check failed: tool/resource definitions use about 24790 tokens (~854/item across 29 items; 23 tools + 6 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 Management27
  • Stability observed for 8 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage87
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 60% of tool parameters carry a description.Partial
Capabilities100
  • Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Install

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.

npm · unreal-engine-mcp-server

# add to Claude Code
claude mcp add chir24-unreal-engine-mcp -- npx -y unreal-engine-mcp-server
# add to Codex CLI
codex mcp add chir24-unreal-engine-mcp -- npx -y unreal-engine-mcp-server
// opencode.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "chir24-unreal-engine-mcp": {
      "type": "local",
      "command": [
        "npx",
        "-y",
        "unreal-engine-mcp-server"
      ],
      "enabled": true
    }
  }
}
# add to OpenClaw
openclaw mcp add chir24-unreal-engine-mcp --command npx --arg -y --arg unreal-engine-mcp-server
# ~/.hermes/config.yaml
mcp_servers:
  chir24-unreal-engine-mcp:
    command: "npx"
    args: ["-y", "unreal-engine-mcp-server"]
// mcp.json
{
  "mcpServers": {
    "chir24-unreal-engine-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-engine-mcp-server"
      ]
    }
  }
}
Changelog

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.

  • 3 Aug 26 +1

    No change was recorded against any check on this day. Stability & Change Management went from 23 to 27. That category is still filling its 30-day observation window: 7 days of observed history at the previous scan, 8 at this one. The score rises as the window fills, whether or not the server changes.

  • 2 Aug 26 +39
    • Provenance: unverified → fail security
    • Install scripts: unverified → pass security
    • Known CVEs: unverified → partial security
    • Malware scan: unverified → pass security
    • Schema quality: 100 → unverified functional
    • Tool coverage: 100 → unverified functional
    • License: unverified → pass functional
    • Dependency health: unverified → partial functional
    • Maintenance: unverified → pass functional
    • MCP protocol: unverified → pass functional
    • Stability: unverified → 0.23 functional
    • Schema quality: unverified → poor functional
    • Licence: MIT functional
  • 31 Jul 26 −24
    • We updated how we score, so this day's move reflects our rubric, not a change to the server See what changed → functional
  • 30 Jul 26 +23
    • Tool coverage: unverified → 100 functional
    • Schema quality: unverified → 100 functional
  • 28 Jul 26 −23
    • Schema quality: 100 → unverified functional
    • Tool coverage: 100 → unverified functional
  • 27 Jul 26 41

    First indexed and scored.

Diagnostics

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 3 Aug 2026 · Analysed npm/[email protected]

Provenance none

Ecosystem: npm · Outcome: none

Dependencies 97 packages

97 packages in the resolved dependency tree · 96 deprecated · 29 stale.

The dependency tree was only partially resolved, so these counts may be incomplete.

MCP tools — 23 exposed · ~24,727 tokens

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.

Tool Tokens
animation_physics ~1,680

Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, animationPath, savePath, skeletonPath, parentClass, actorName, targetSkeleton, slotName, sectionName, notifyName, boneName, curveName, stateName, machineName, numFrames, frameRate, interpolationType, axisName, playRate, frame, time, length, location, rotation, scale, value, vehicleType, mass, dragCoefficient, artifacts, sourceSkeleton, sourceIKRigPath, targetIKRigPath, save, additiveAnimType, angularDamping, assets, assignToMesh, attachBoneName, axis, basePoseFrame, basePoseType, blendTime, blendType, blueprintPath, bodyA, bodyB, bodyType, boneTracks, cacheName, center, collisionEnabled, compileReferencers, constraintName, deltas, enableRootMotion, endFrame, forceRootLock, fromSection, fromState, layerSetup, limits, linearDamping, lodIndex, markerName, maxValue, minValue, montagePath, morphTargetName, morphTargetPath, newBoneName, nodeName, outputPath, overwrite, parentBoneName, physicsAssetName, physicsAssetPath, pitch, profileName, propertyName, radius, rebuildBlendParameters, relativeLocation, relativeRotation, relativeScale, removeChildren, rootBoneName, rootMotionRootLock, sampleValue, simulatePhysics, skeletalMeshPath, socketName, sourceBoneName, sourceChain, sourceMeshPath, startFrame, startTime, stateMachineName, suffix, targetBoneName, targetChain, targetMeshPath, threshold, toSection, toState, trackIndex, weights, yaw, params.

NameTypeReqDescription
actionstringyesAction
actorNamestringName of the actor.
additiveAnimTypestring
angularDampingnumber
animationPathstringAsset path (e.g., /Game/Path/Asset).
artifactsarray
assetPathstringAsset path (e.g., /Game/Path/Asset).
assetsarray
assignToMeshboolean
attachBoneNamestringName of the bone.
axisstring
axisNamestring
basePoseFramenumber
basePoseTypestring
blendTimenumber
blendTypestring
blueprintPathstringBlueprint asset path.
bodyAstring
bodyBstring
bodyTypestring
boneNamestringName of the bone.
boneTracksarray
cacheNamestring
centerobject3D location (x, y, z).
collisionEnabledboolean
compileReferencersbooleanforce_rebuild_blend_space: after rebuilding the BS, cascade-compile every AnimBlueprint that references it (via IAssetRegistry referencers). Response returns referencersCompiled count + compiledAnimB…
constraintNamestring
curveNamestring
deltasarray
dragCoefficientnumber
enableRootMotionboolean
endFramenumber
forceRootLockboolean
framenumber
frameRatenumber
fromSectionstring
fromStatestring
interpolationTypestring
layerSetuparray
lengthnumber
limitsobject
linearDampingnumber
locationobject3D location (x, y, z).
lodIndexnumber
machineNamestring
markerNamestring
massnumber
maxValuenumber
minValuenumber
montagePathstringAsset path (e.g., /Game/Path/Asset).
morphTargetNamestring
morphTargetPathstringAsset path (e.g., /Game/Path/Asset).
namestringName identifier.
newBoneNamestringName of the bone.
nodeNamestringName of the node.
notifyNamestring
numFramesnumber
outputPathstringOutput file or directory path.
overwritebooleanOverwrite if the asset/file already exists.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentBoneNamestringName of the bone.
parentClassstring
pathstringDirectory path for asset creation.
physicsAssetNamestring
physicsAssetPathstringPath to physics asset.
pitchnumber
playRatenumber
profileNamestring
propertyNamestringName of the property.
radiusnumber
rebuildBlendParametersbooleanforce_rebuild_blend_space: also trigger PostEditChangeProperty for the BlendParameters UPROPERTY (axis min/max changed). Default false.
relativeLocationobject3D location (x, y, z).
relativeRotationobject3D rotation (pitch, yaw, roll).
relativeScaleobject3D scale (x, y, z).
removeChildrenboolean
rootBoneNamestringName of the bone.
rootMotionRootLockstring
rotationobject3D rotation (pitch, yaw, roll).
sampleValuenumber
savebooleanSave the asset(s) after the operation.
savePathstringPath to save the asset.
scaleobject3D scale (x, y, z).
sectionNamestring
simulatePhysicsboolean
skeletalMeshPathstringSkeletal mesh path.
skeletonPathstringAsset path (e.g., /Game/Path/Asset).
slotNamestring
socketNamestringName of the socket.
sourceBoneNamestringName of the bone.
sourceChainstring
sourceIKRigPathstringAsset path (e.g., /Game/Path/Asset).
sourceMeshPathstringMesh asset path.
sourceSkeletonstringAsset path (e.g., /Game/Path/Asset).
startFramenumber
startTimenumber
stateMachineNamestring
stateNamestring
suffixstring
targetBoneNamestringName of the bone.
targetChainstring
targetIKRigPathstringAsset path (e.g., /Game/Path/Asset).
targetMeshPathstringMesh asset path.
targetSkeletonstringAsset path (e.g., /Game/Path/Asset).
thresholdnumber
timenumber
toSectionstring
toStatestring
trackIndexnumber
valueGeneric value (any type).
vehicleTypestring
weightsarray
yawnumber

No output schema declared.

No examples provided.

build_environment ~1,584

Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightData, minX, minY, maxX, maxY, updateNormals, location, rotation, sizeX, sizeY, sectionSize, sectionsPerComponent, componentCount, materialPath, tool, radius, strength, falloff, layerName, actorName, foliageType, foliageTypePath, meshPath, density, minScale, maxScale, cullDistance, alignToNormal, randomYaw, removeAll, locations, transforms, position, bounds, volumeName, seed, foliageTypes, points, quadsPerSection, count, assets, numLODs, subdivisions, tileSize, quality, staticMesh, timeoutMs, path, filename, assetPaths, heightmapPath, outputPath, landscapePath, landscapeActorPath, actorPath, layerInfoPath, physicalMaterialPath, noWeightBlend, hardness, waterBodyName, targetActor, particleSystemPath, curvePath, cubemapPath, settings, waveHeight, waveLength, amplitude, steepness, speed, direction, azimuth, elevation, collisionEnabled, names, time, spacing, heightScale, material, hour, intensity, skyLightIntensity, alignToSpline, arriveTangent, bClosedLoop, blueprintPath, compensationValue, componentName, enabled, forwardAxis, initialPoints, leaveTangent, lightType, materialIndex, maxBrightness, method, minBrightness, operation, pointIndex, pointRotation, pointScale, pointType, propertyName, propertyValue, randomOffsetRange, randomizeRotation, randomizeScale, region, rotationRange, save, skipFlush, splineType, useRandomOffset, width, params.

NameTypeReqDescription
actionstringyesAction
actorNamestringName of the actor.
actorPathstring
alignToNormalboolean
alignToSplineboolean
amplitudenumber
arriveTangentobject3D location (x, y, z).
assetPathsarray
assetsarray
azimuthnumber
bClosedLoopboolean
blueprintPathstringBlueprint asset path.
boundsobject
collisionEnabledboolean
compensationValuenumber
componentCountobject2D vector.
componentNamestringName of the component.
countnumber
cubemapPathstringAsset path (e.g., /Game/Path/Asset).
cullDistancenumber
curvePathstringAsset path (e.g., /Game/Path/Asset).
densitynumber
directionobject3D rotation (pitch, yaw, roll).
elevationnumber
enabledbooleanWhether the item/feature is enabled.
falloffnumber
filenamestring
foliageTypestring
foliageTypePathstringAsset path (e.g., /Game/Path/Asset).
foliageTypesarray
forwardAxisstring
hardnessnumber
heightDataarray
heightScalenumber
heightmapPathstring
hournumber
initialPointsarray
intensitynumber
landscapeActorPathstring
landscapeNamestring
landscapePathstringAsset path (e.g., /Game/Path/Asset).
layerInfoPathstringAsset path (e.g., /Game/Path/Asset).
layerNamestring
leaveTangentobject3D location (x, y, z).
lightTypestring
locationobject3D location (x, y, z).
locationsarray
materialstringMaterial asset path.
materialIndexnumber
materialPathstringMaterial asset path.
maxBrightnessnumber
maxScalenumber
maxXnumber
maxYnumber
meshPathstringMesh asset path.
methodstring
minBrightnessnumber
minScalenumber
minXnumber
minYnumber
namestringName identifier.
namesarray
noWeightBlendboolean
numLODsnumber
operationstring
outputPathstring
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
particleSystemPathstringAsset path (e.g., /Game/Path/Asset).
pathstringPath to a directory.
physicalMaterialPathstringAsset path (e.g., /Game/Path/Asset).
pointIndexnumber
pointRotationobject3D rotation (pitch, yaw, roll).
pointScaleobject3D scale (x, y, z).
pointTypestring
pointsarray
positionobject3D location (x, y, z).
propertyNamestringName of the property.
propertyValueGeneric value (any type).
quadsPerSectionnumber
qualitystring
radiusnumber
randomOffsetRangenumber
randomYawboolean
randomizeRotationboolean
randomizeScaleboolean
regionobject
removeAllboolean
rotationobject3D rotation (pitch, yaw, roll).
rotationRangeobject3D rotation (pitch, yaw, roll).
savebooleanSave the asset(s) after the operation.
sectionSizenumber
sectionsPerComponentnumber
seednumber
settingsobject
sizeXnumber
sizeYnumber
skipFlushboolean
skyLightIntensitynumber
spacingnumber
speednumber
splineTypestring
staticMeshstringMesh asset path.
steepnessnumber
strengthnumber
subdivisionsnumber
targetActorstringName of the actor.
tileSizenumber
timenumber
timeoutMsnumber
toolstring
transformsarray
updateNormalsboolean
useRandomOffsetboolean
volumeNamestring
waterBodyNamestringName of the actor.
waveHeightnumber
waveLengthnumber
widthnumber

No output schema declared.

No examples provided.

control_actor ~561

Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: actorName, childActor, parentActor, classPath, meshPath, materialPath, materialSlot, materialIndex, allComponents, blueprintPath, location, rotation, scale, force, componentType, componentName, properties, visible, newName, tag, variables, snapshotName, actorClass, actorNames, arguments, className, collisionEnabled, functionName, limit, filter, name, offset, propertyName, value, params.

NameTypeReqDescription
actionstringyesAction
actorClassstring
actorNamestringName of the actor.
actorNamesarray
allComponentsboolean
argumentsGeneric value (any type).
blueprintPathstringBlueprint asset path.
childActorstringName of the child actor (for attach/detach operations).
classNamestring
classPathstringAsset path (e.g., /Game/Path/Asset).
collisionEnabledboolean
componentNamestringName of the component.
componentTypestring
filterstring
forceobject3D vector.
functionNamestringName of the function.
limitnumber
locationobject3D location (x, y, z).
materialIndexinteger
materialPathstringMaterial asset path.
materialSlotinteger
meshPathstringMesh asset path.
namestringName identifier.
newNamestringNew name for renaming.
offsetobject3D location (x, y, z).
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentActorstringName of the parent actor (for attach operations).
propertiesobject
propertyNamestringName of the property.
rotationobject3D rotation (pitch, yaw, roll).
scaleobject3D scale (x, y, z).
snapshotNamestring
tagstringName of the tag.
valueGeneric value (any type).
variablesobject
visiblebooleanWhether the item/actor is visible.

No output schema declared.

No examples provided.

control_editor ~559

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width, height, command, steps, bookmarkName, assetPath, path, levelPath, actorName, objectPath, name, blendTime, mode, returnBase64, includeMetadata, metadata, deltaTime, resolution, realtime, stat, category, preferences, key, type, inputType, inputAction, x, y, button, id, params.

NameTypeReqDescription
actionstringyesEditor action
actorNamestringName of the actor.
assetPathstringAsset path (e.g., /Game/Path/Asset).
blendTimenumber
bookmarkNamestring
buttonstring
categorystring
commandstring
deltaTimenumber
enabledbooleanWhether the item/feature is enabled.
filenamestring
fovnumber
heightnumber
idstring
includeMetadataboolean
inputActionstring
inputTypestring
keystring
levelPathstringLevel asset path.
locationobject3D location (x, y, z).
metadataobject
modestringEditor mode for set_editor_mode, or screenshot source: editor_viewport, game_viewport, full_editor_window.
namestringName identifier.
objectPathstring
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstringPath to a directory.
preferencesobject
realtimeboolean
resolutionstringResolution setting (e.g., 1024x1024).
returnBase64booleanReturn PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport modes.
rotationobject3D rotation (pitch, yaw, roll).
speednumber
statstring
stepsinteger
typestring
viewModestring
widthnumber
xnumber
ynumber

No output schema declared.

No examples provided.

inspect ~365

Inspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blueprintPath, optional detailed/componentName/propertyNames), inspect_class (class metadata), inspect_object (world actor), get_property/set_property, get_components, list_objects, find_by_class, find_by_tag, runtime_report. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: objectPath, propertyName, propertyPath, value, actorName, name, componentName, className, classPath, tag, filter, snapshotName, blueprintPath, detailed, propertyNames, componentNames, params.

NameTypeReqDescription
actionstringyesAction
actorNamestringName of the actor.
blueprintPathstringBlueprint asset path.
classNamestring
classPathstringAsset path (e.g., /Game/Path/Asset).
componentNamestringName of the component.
componentNamesarray
detailedboolean
filterstring
namestringName identifier.
objectPathstringAsset path (e.g., /Game/Path/Asset).
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
propertyNamestringName of the property.
propertyNamesarray
propertyPathstring
snapshotNamestring
tagstringName of the tag.
valueGeneric value (any type).

No output schema declared.

No examples provided.

manage_ai ~1,574

Build AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, controllerPath, behaviorTreePath, blackboardPath, keyName, keyType, baseObjectClass, isInstanceSynced, compositeType, taskType, decoratorType, serviceType, subnodeType, nodeClass, parentNodeId, nodeId, queryPath, generatorType, contextType, testType, generatorSettings, testSettings, testIndex, sightConfig, hearingConfig, damageConfig, teamId, dominantSense, stateTreePath, stateName, fromState, toState, definitionPath, slotIndex, configPath, actorName, agentRadius, agentHeight, agentStepHeight, agentMaxSlope, cellSize, cellHeight, tileSizeUU, minRegionArea, mergeRegionSize, maxSimplificationError, areaClass, failsafeExtent, areaCost, startPoint, endPoint, direction, snapRadius, linkEnabled, linkType, enabledAreaClass, disabledAreaClass, broadcastRadius, broadcastInterval, bCreateBoxObstacle, obstacleOffset, obstacleExtent, obstacleAreaClass, save, componentName, location, rotation, assetPath, childNodeId, comment, enableDamage, enableHearing, enableSight, enabled, focusActorName, hearingRange, loseSightRadius, nodeType, offset, parentStateName, peripheralVisionAngle, properties, savePath, sightRadius, spawnCount, stateType, triggerType, value, x, y, params.

NameTypeReqDescription
actionstringyesAI action to perform
actorNamestringName of the actor.
agentHeightnumberNavigation agent height (default: 144).
agentMaxSlopenumberMaximum slope angle in degrees (default: 44).
agentRadiusnumberNavigation agent radius (default: 35).
agentStepHeightnumberMaximum step height agent can climb (default: 35).
areaClassstringNavigation area class path.
areaCostnumberPathfinding cost multiplier for area (1.0 = normal).
assetPathstringAsset path (e.g., /Game/Path/Asset).
bCreateBoxObstaclebooleanAdd box obstacle during nav generation.
baseObjectClassstring
behaviorTreePathstringPath to behavior tree asset.
blackboardPathstringPath to blackboard asset.
blueprintPathstringBlueprint asset path.
broadcastIntervalnumberInterval for state change broadcast (0 = single).
broadcastRadiusnumberRadius for state change broadcast.
cellHeightnumberNavMesh cell height (default: 10).
cellSizenumberNavMesh cell size (default: 19).
childNodeIdstringID of the node.
commentstring
componentNamestringName of the component.
compositeTypestringComposite node type.
configPathstringPath to config asset.
contextTypestringEQS context type.
controllerPathstringPath to controller blueprint.
damageConfigobjectAI damage sense configuration.
decoratorTypestringDecorator node type.
definitionPathstringPath to definition asset.
directionstringLink traversal direction.
disabledAreaClassstringArea class when smart link is disabled.
dominantSensestringDominant sense for perception prioritization.
enableDamageboolean
enableHearingboolean
enableSightboolean
enabledboolean
enabledAreaClassstringArea class when smart link is enabled.
endPointobjectEnd point of navigation link (relative to actor).
failsafeExtentobjectFailsafe extent for nav modifier when actor has no collision.
focusActorNamestringName of the actor.
fromStatestringSource state name.
generatorSettingsobjectGenerator-specific settings.
generatorTypestringEQS generator type.
hearingConfigobjectAI hearing sense configuration.
hearingRangenumber
isInstanceSyncedbooleanSync key across instances.
keyNamestringName of the key.
keyTypestringBlackboard key data type.
linkEnabledbooleanWhether the link is enabled.
linkTypestringType of navigation link.
locationobjectWorld location for nav link proxy.
loseSightRadiusnumber
maxSimplificationErrornumberEdge simplification error.
mergeRegionSizenumberRegion merge threshold.
minRegionAreanumberMinimum region area to keep.
namestringName identifier.
nodeClassstringNode class path.
nodeIdstringID of the node.
nodeTypestring
obstacleAreaClassstringArea class for box obstacle.
obstacleExtentobjectExtent of simple box obstacle.
obstacleOffsetobjectOffset of simple box obstacle.
offsetobject3D vector.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentNodeIdstringID of the node.
parentStateNamestring
pathstringDirectory path for asset creation.
peripheralVisionAnglenumber
propertiesobject
queryPathstringPath to EQS query asset.
rotationobjectRotation for nav link proxy.
savebooleanSave the asset(s) after the operation.
savePathstringPath to save the asset.
serviceTypestringService node type.
sightConfigobjectAI sight sense configuration.
sightRadiusnumber
slotIndexnumberIndex of slot to configure.
snapRadiusnumberSnap radius for link endpoints (default: 30).
spawnCountnumber
startPointobjectStart point of navigation link (relative to actor).
stateNamestringName of the state.
stateTreePathstringPath to State Tree asset.
stateTypestring
subnodeTypestringBehavior Tree subnode kind for add_subnode.
taskTypestringTask node type.
teamIdnumberTeam ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.).
testIndexnumberIndex of test to configure.
testSettingsobjectTest scoring and filter settings.
testTypestringEQS test type.
tileSizeUUnumberNavMesh tile size in UU (default: 1000).
toStatestringTarget state name.
triggerTypestring
valueGeneric value (any type).
xnumber
ynumber

No output schema declared.

No examples provided.

manage_asset ~1,529

Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, packagePaths, recursivePaths, recursiveClasses, limit, offset, sourcePath, destinationPath, assetPaths, lodCount, posX, posY, newName, overwrite, save, fixupRedirectors, directoryPath, name, path, parentMaterial, width, height, depth, format, meshPath, tag, metadata, nodeType, nodeId, sourceNodeId, targetNodeId, inputName, parameterName, value, x, y, maxDepth, prefix, suffix, searchText, replaceText, paths, description, checkoutFiles, showConfirmation, pinName, materialPath, texturePath, coordinateIndex, parameterType, tags, folderPath, type, defaultValue, force, recursive, reportType, pattern, replacement, materialDomain, blendMode, shadingModel, domain, twoSided, uTiling, vTiling, operation, constA, constB, code, outputType, inputs, additionalOutputs, group, sourcePin, targetPin, direction, downstream, startNodeId, endPin, orphansOnly, functionPath, inputType, instancePath, layerName, blendType, layers, nodeIds, sourceTexture, strength, scale, octaves, samples, newWidth, newHeight, filterMethod, inBlack, inWhite, gamma, curvePoints, amount, radius, channel, redTexture, greenTexture, blueTexture, baseTexture, blendTexture, opacity, compressionSettings, textureGroup, lodBias, virtualTextureStreaming, neverStream, streamingPriority, speed, speedX, speedY, levels, params.

NameTypeReqDescription
actionstringyesAction to perform
additionalOutputsarray
amountnumber
assetPathstringAsset path (e.g., /Game/Path/Asset).
assetPathsarray
baseTexturestringTexture asset path.
blendModestring
blendTexturestringTexture asset path.
blendTypestring
blueTexturestringTexture asset path.
channelstring
checkoutFilesboolean
classNamesarray
codestring
compressionSettingsstring
constAnumber
constBnumber
coordinateIndexnumber
curvePointsarray
defaultValueGeneric value (any type).
depthnumber
descriptionstring
destinationPathstringDestination path for move/copy.
directionstring
directorystringPath to a directory.
directoryPathstringPath to a directory.
domainstring
downstreamboolean
endPinstringName of the pin.
filterMethodstring
fixupRedirectorsboolean
folderPathstringPath to a directory.
forceboolean
formatstring
functionPathstringAsset path (e.g., /Game/Path/Asset).
gammanumber
greenTexturestringTexture asset path.
groupstring
heightnumber
inBlacknumber
inWhitenumber
inputNamestringName of the pin.
inputTypestring
inputsarray
instancePathstringAsset path (e.g., /Game/Path/Asset).
layerNamestring
layersarray
levelsnumber
limitnumber
lodBiasnumber
lodCountnumber
materialDomainstring
materialPathstringMaterial asset path.
maxDepthnumber
meshPathstringMesh asset path.
metadataobject
namestringName identifier.
neverStreamboolean
newHeightnumber
newNamestringNew name for renaming.
newWidthnumber
nodeIdstringID of the node.
nodeIdsarray
nodeTypestring
octavesnumber
offsetnumber
opacitynumber
operationstring
orphansOnlyboolean
outputTypestring
overwritebooleanOverwrite if the asset/file already exists.
packagePathsarray
parameterNamestringName of the parameter.
parameterTypestring
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentMaterialstringMaterial asset path.
pathstringPath to a directory.
pathsarray
patternstring
pinNamestringName of the pin.
posXnumber
posYnumber
prefixstring
radiusnumber
recursiveboolean
recursiveClassesboolean
recursivePathsboolean
redTexturestringTexture asset path.
replaceTextstring
replacementstring
reportTypestring
samplesnumber
savebooleanSave the asset(s) after the operation.
scalenumber
searchTextstring
shadingModelstring
showConfirmationboolean
sourceNodeIdstringID of the source node.
sourcePathstringSource path for import/move/copy.
sourcePinstringName of the source pin.
sourceTexturestringTexture asset path.
speednumber
speedXnumber
speedYnumber
startNodeIdstringID of the node.
streamingPrioritynumber
strengthnumber
suffixstring
tagstringName of the tag.
tagsarray
targetNodeIdstringID of the target node.
targetPinstringName of the target pin.
textureGroupstring
texturePathstringTexture asset path.
twoSidedboolean
typestring
uTilingnumber
vTilingnumber
valueGeneric value (any type).
virtualTextureStreamingboolean
widthnumber
xnumber
ynumber

No output schema declared.

No examples provided.

manage_audio ~1,040

Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, soundPath, location, rotation, volume, pitch, startTime, attenuationPath, concurrencyPath, mixName, soundClassName, fadeInTime, fadeOutTime, fadeTime, targetVolume, attachPointName, actorName, componentName, parentClass, properties, innerRadius, falloffDistance, attenuationShape, falloffMode, reverbEffect, size, analysisType, windowSize, outputType, soundName, fadeType, lowPassFilterFrequency, enabled, path, assetPath, save, wavePath, nodeType, sourceNodeId, targetNodeId, looping, inputName, inputType, outputName, sourceNode, sourcePin, targetNode, targetPin, defaultValue, soundClassPath, dopplerIntensity, effectType, enable, enableReverbSend, occlusionFilterScale, occlusionInterpolationTime, occlusionVolumeScale, reverbDistanceMax, reverbDistanceMin, reverbWetLevelMax, reverbWetLevelMin, sourceOutputName, spatialization, speakerPath, targetInputName, velocityScale, volumeAdjuster, params.

NameTypeReqDescription
actionstringyesAction
actorNamestringName of the actor.
analysisTypestring
assetPathstringAsset path (e.g., /Game/Path/Asset).
attachPointNamestringName of the socket.
attenuationPathstringAsset path (e.g., /Game/Path/Asset).
attenuationShapestring
componentNamestringName of the component.
concurrencyPathstringAsset path (e.g., /Game/Path/Asset).
defaultValueGeneric value (any type).
dopplerIntensitynumber
effectTypestring
enableboolean
enableReverbSendboolean
enabledbooleanWhether the item/feature is enabled.
fadeInTimenumber
fadeOutTimenumber
fadeTimenumber
fadeTypestring
falloffDistancenumber
falloffModestring
innerRadiusnumber
inputNamestringName of the input.
inputTypestring
locationobject3D location (x, y, z).
loopingbooleanWhether to loop.
lowPassFilterFrequencynumber
mixNamestring
namestringName identifier.
nodeTypestring
occlusionFilterScalenumber
occlusionInterpolationTimenumber
occlusionVolumeScalenumber
outputNamestringName of the output.
outputTypestring
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstring
pathstringDirectory path for asset creation.
pitchnumber
propertiesobject
reverbDistanceMaxnumber
reverbDistanceMinnumber
reverbEffectstring
reverbWetLevelMaxnumber
reverbWetLevelMinnumber
rotationobject3D rotation (pitch, yaw, roll).
savebooleanSave the asset(s) after the operation.
sizeobject3D scale (x, y, z).
soundClassNamestring
soundClassPathstringSound class path.
soundNamestring
soundPathstringSound asset path.
sourceNodestringSource node name.
sourceNodeIdstringID of the source node.
sourceOutputNamestring
sourcePinstringName of the source pin.
spatializationstring
speakerPathstringAsset path (e.g., /Game/Path/Asset).
startTimenumber
targetInputNamestring
targetNodestringTarget node name.
targetNodeIdstringID of the target node.
targetPinstringName of the target pin.
targetVolumenumber
velocityScalenumber
volumenumber
volumeAdjusternumber
wavePathstringPath to SoundWave asset.
windowSizenumber

No output schema declared.

No examples provided.

manage_blueprint ~2,132

Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprintType, savePath, componentType, componentName, componentClass, attachTo, newParent, propertyName, variableName, oldName, newName, value, metadata, properties, graphName, nodeType, nodeId, pinName, linkedTo, memberName, x, y, location, rotation, scale, operations, eventType, customEventName, parameters, variableType, defaultValue, category, isReplicated, isPublic, functionName, inputs, outputs, posX, posY, eventName, parentComponent, meshPath, materialPath, applyAndSave, memberClass, targetClass, inputAxisName, actionPath, inputActionPath, inputActionAssetPath, saveAfterCompile, timeoutMs, parentClass, fromNodeId, fromPinName, toNodeId, toPinName, path, folder, widgetPath, slotName, parentSlot, anchorMin, anchorMax, alignment, zOrder, translation, shear, angle, visibility, clipping, text, fontSize, colorAndOpacity, autoWrap, texturePath, brushSize, isEnabled, isChecked, minValue, maxValue, stepSize, delta, percent, fillColorAndOpacity, isMarquee, inputType, hintText, options, selectedOption, orientation, scrollBarVisibility, alwaysShowScrollbar, columnCount, rowCount, slotPadding, minDesiredSlotWidth, minDesiredSlotHeight, innerSlotPadding, wrapWidth, explicitWrapWidth, widthOverride, heightOverride, minDesiredWidth, minDesiredHeight, stretch, stretchDirection, userSpecifiedScale, brushColor, padding, bindingSource, onHoveredFunction, onUnhoveredFunction, animationName, trackType, time, interpolation, loopCount, playMode, settingsType, includeProgressBar, promptFormat, maxVisibleObjectives, fadeTime, gridSize, showSpeakerName, segmentCount, previewSize, duration, height, nodeGuid, nodeName, parentName, position, preset, propertyValue, size, sourceNode, sourcePin, targetNode, targetPin, title, w…

NameTypeReqDescription
actionstringyesBlueprint action
actionPathstringAsset path (e.g., /Game/Path/Asset).
alignmentobjectWidget alignment (0-1).
alwaysShowScrollbarbooleanAlways show scrollbar.
anchorMaxobjectMaximum anchor point (0-1).
anchorMinobjectMinimum anchor point (0-1).
anglenumberAngle in degrees.
animationNamestringAnimation name.
applyAndSaveboolean
attachTostring
autoWrapbooleanEnable text auto-wrap.
bindingSourcestringVariable or function name to bind to.
blueprintPathstringBlueprint asset path.
blueprintTypestringPath or name of the parent class.
brushColorobjectBorder brush color.
brushSizeobjectBrush/image size.
categorystring
clippingstringWidget clipping mode.
colorAndOpacityobjectColor and opacity (0-1 values).
columnCountnumberNumber of columns.
componentClassstring
componentNamestringName of the component.
componentTypestring
customEventNamestringName of the event.
defaultValueGeneric value (any type).
deltanumberSpinbox increment.
durationnumber
eventNamestringName of the event.
eventTypestring
explicitWrapWidthbooleanUse explicit wrap width.
fadeTimenumberFade time in seconds.
fillColorAndOpacityobjectFill color for progress bar.
folderstringPath to a directory.
fontSizenumberFont size.
fromNodeIdstringID of the source node.
fromPinNamestringName of the source pin.
functionNamestringName of the function.
graphNamestringName of the graph.
gridSizeobjectInventory grid size.
heightnumber
heightOverridenumberHeight override for size box.
hintTextstringPlaceholder hint text.
includeProgressBarbooleanInclude progress bar.
innerSlotPaddingobjectInner wrap box slot padding.
inputActionAssetPathstringAsset path (e.g., /Game/Path/Asset).
inputActionPathstringAsset path (e.g., /Game/Path/Asset).
inputAxisNamestring
inputTypestringText input type.
inputsarray
interpolationstringKeyframe interpolation.
isCheckedbooleanCheckbox checked state.
isEnabledbooleanWidget enabled state.
isMarqueebooleanProgress bar marquee mode.
isPublicboolean
isReplicatedboolean
linkedTostring
locationarray
loopCountnumberNumber of loops (-1 for infinite).
materialPathstringMaterial asset path.
maxValuenumberMaximum value.
maxVisibleObjectivesnumberMaximum visible objectives.
memberClassstring
memberNamestring
meshPathstringMesh asset path.
metadataobject
minDesiredHeightnumberMinimum desired height.
minDesiredSlotHeightnumberMinimum slot height.
minDesiredSlotWidthnumberMinimum slot width.
minDesiredWidthnumberMinimum desired width.
minValuenumberMinimum value.
namestringName identifier.
newNamestringNew name for renaming.
newParentstring
nodeGuidstring
nodeIdstringID of the node.
nodeNamestringName of the node.
nodeTypestring
oldNamestring
onHoveredFunctionstringFunction to call on hover.
onUnhoveredFunctionstringFunction to call on unhover.
operationsarray
optionsarrayCombo box options.
orientationstringWidget orientation.
outputsarray
paddingobjectWidget slot padding.
parametersarray
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstringPath or name of the parent class.
parentComponentstring
parentNamestring
parentSlotstringParent slot to add widget to.
pathstringDirectory path for asset creation.
percentnumberProgress bar percentage (0-1).
pinNamestringName of the pin.
playModestringAnimation play mode.
posXnumber
posYnumber
positionobject3D location (x, y, z).
presetstring
previewSizestringPreview resolution preset.
promptFormatstringInteraction prompt format.
propertiesobject
propertyNamestringName of the property.
propertyValueGeneric value (any type).
rotationarray
rowCountnumberNumber of rows.
saveAfterCompileboolean
savePathstringPath to save the asset.
scalearray
scrollBarVisibilitystringScroll bar visibility.
segmentCountnumberNumber of radial segments.
selectedOptionstringSelected combo box option.
settingsTypestringSettings menu type.
shearobjectRender shear.
showSpeakerNamebooleanShow speaker name.
sizenumber
slotNamestringName of the slot.
slotPaddingobjectPadding between uniform grid slots.
sourceNodestring
sourcePinstringName of the source pin.
stepSizenumberValue step size.
stretchstringScale box stretch mode.
stretchDirectionstringScale box stretch direction.
targetClassstring
targetNodestring
targetPinstringName of the target pin.
textstringText content.
texturePathstringTexture asset path.
timenumberKeyframe time.
timeoutMsnumber
titlestring
toNodeIdstringID of the target node.
toPinNamestringName of the target pin.
trackTypestringAnimation track type.
translationobjectRender translation.
userSpecifiedScalenumberUser specified scale value.
valueGeneric value (any type).
variableNamestringName of the variable.
variableTypestringVariable type (e.g., Boolean, Float, Integer, Vector, String, Object)
visibilitystringWidget visibility state.
widgetPathstringWidget blueprint path.
widthnumber
widthOverridenumberWidth override for size box.
wrapWidthnumberWrap width for wrap box.
xnumber
ynumber
zOrdernumberZ-order for canvas slot.

No output schema declared.

No examples provided.