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.
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 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
- Repository check failed: the declared repository URL redirects; it must resolve directly. See how to fix → View diagnostics → Fail
- Provenance check failed: no build-provenance attestation is published. See how to fix → View diagnostics → Fail
- Clear OSI-approved license (MIT).Pass
- Actively maintained (last published 58 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
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
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
claude mcp add chir24-unreal-engine-mcp -- npx -y unreal-engine-mcp-server
codex mcp add chir24-unreal-engine-mcp -- npx -y unreal-engine-mcp-server
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"chir24-unreal-engine-mcp": {
"type": "local",
"command": [
"npx",
"-y",
"unreal-engine-mcp-server"
],
"enabled": true
}
}
} openclaw mcp add chir24-unreal-engine-mcp --command npx --arg -y --arg unreal-engine-mcp-server
mcp_servers:
chir24-unreal-engine-mcp:
command: "npx"
args: ["-y", "unreal-engine-mcp-server"] {
"mcpServers": {
"chir24-unreal-engine-mcp": {
"command": "npx",
"args": [
"-y",
"unreal-engine-mcp-server"
]
}
}
} 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.
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.
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.
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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action |
| actorName | string | — | Name of the actor. |
| additiveAnimType | string | — | — |
| angularDamping | number | — | — |
| animationPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| artifacts | array | — | — |
| assetPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| assets | array | — | — |
| assignToMesh | boolean | — | — |
| attachBoneName | string | — | Name of the bone. |
| axis | string | — | — |
| axisName | string | — | — |
| basePoseFrame | number | — | — |
| basePoseType | string | — | — |
| blendTime | number | — | — |
| blendType | string | — | — |
| blueprintPath | string | — | Blueprint asset path. |
| bodyA | string | — | — |
| bodyB | string | — | — |
| bodyType | string | — | — |
| boneName | string | — | Name of the bone. |
| boneTracks | array | — | — |
| cacheName | string | — | — |
| center | object | — | 3D location (x, y, z). |
| collisionEnabled | boolean | — | — |
| compileReferencers | boolean | — | force_rebuild_blend_space: after rebuilding the BS, cascade-compile every AnimBlueprint that references it (via IAssetRegistry referencers). Response returns referencersCompiled count + compiledAnimB… |
| constraintName | string | — | — |
| curveName | string | — | — |
| deltas | array | — | — |
| dragCoefficient | number | — | — |
| enableRootMotion | boolean | — | — |
| endFrame | number | — | — |
| forceRootLock | boolean | — | — |
| frame | number | — | — |
| frameRate | number | — | — |
| fromSection | string | — | — |
| fromState | string | — | — |
| interpolationType | string | — | — |
| layerSetup | array | — | — |
| length | number | — | — |
| limits | object | — | — |
| linearDamping | number | — | — |
| location | object | — | 3D location (x, y, z). |
| lodIndex | number | — | — |
| machineName | string | — | — |
| markerName | string | — | — |
| mass | number | — | — |
| maxValue | number | — | — |
| minValue | number | — | — |
| montagePath | string | — | Asset path (e.g., /Game/Path/Asset). |
| morphTargetName | string | — | — |
| morphTargetPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| name | string | — | Name identifier. |
| newBoneName | string | — | Name of the bone. |
| nodeName | string | — | Name of the node. |
| notifyName | string | — | — |
| numFrames | number | — | — |
| outputPath | string | — | Output file or directory path. |
| overwrite | boolean | — | Overwrite if the asset/file already exists. |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| parentBoneName | string | — | Name of the bone. |
| parentClass | string | — | — |
| path | string | — | Directory path for asset creation. |
| physicsAssetName | string | — | — |
| physicsAssetPath | string | — | Path to physics asset. |
| pitch | number | — | — |
| playRate | number | — | — |
| profileName | string | — | — |
| propertyName | string | — | Name of the property. |
| radius | number | — | — |
| rebuildBlendParameters | boolean | — | force_rebuild_blend_space: also trigger PostEditChangeProperty for the BlendParameters UPROPERTY (axis min/max changed). Default false. |
| relativeLocation | object | — | 3D location (x, y, z). |
| relativeRotation | object | — | 3D rotation (pitch, yaw, roll). |
| relativeScale | object | — | 3D scale (x, y, z). |
| removeChildren | boolean | — | — |
| rootBoneName | string | — | Name of the bone. |
| rootMotionRootLock | string | — | — |
| rotation | object | — | 3D rotation (pitch, yaw, roll). |
| sampleValue | number | — | — |
| save | boolean | — | Save the asset(s) after the operation. |
| savePath | string | — | Path to save the asset. |
| scale | object | — | 3D scale (x, y, z). |
| sectionName | string | — | — |
| simulatePhysics | boolean | — | — |
| skeletalMeshPath | string | — | Skeletal mesh path. |
| skeletonPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| slotName | string | — | — |
| socketName | string | — | Name of the socket. |
| sourceBoneName | string | — | Name of the bone. |
| sourceChain | string | — | — |
| sourceIKRigPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| sourceMeshPath | string | — | Mesh asset path. |
| sourceSkeleton | string | — | Asset path (e.g., /Game/Path/Asset). |
| startFrame | number | — | — |
| startTime | number | — | — |
| stateMachineName | string | — | — |
| stateName | string | — | — |
| suffix | string | — | — |
| targetBoneName | string | — | Name of the bone. |
| targetChain | string | — | — |
| targetIKRigPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| targetMeshPath | string | — | Mesh asset path. |
| targetSkeleton | string | — | Asset path (e.g., /Game/Path/Asset). |
| threshold | number | — | — |
| time | number | — | — |
| toSection | string | — | — |
| toState | string | — | — |
| trackIndex | number | — | — |
| value | — | — | Generic value (any type). |
| vehicleType | string | — | — |
| weights | array | — | — |
| yaw | number | — | — |
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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action |
| actorName | string | — | Name of the actor. |
| actorPath | string | — | — |
| alignToNormal | boolean | — | — |
| alignToSpline | boolean | — | — |
| amplitude | number | — | — |
| arriveTangent | object | — | 3D location (x, y, z). |
| assetPaths | array | — | — |
| assets | array | — | — |
| azimuth | number | — | — |
| bClosedLoop | boolean | — | — |
| blueprintPath | string | — | Blueprint asset path. |
| bounds | object | — | — |
| collisionEnabled | boolean | — | — |
| compensationValue | number | — | — |
| componentCount | object | — | 2D vector. |
| componentName | string | — | Name of the component. |
| count | number | — | — |
| cubemapPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| cullDistance | number | — | — |
| curvePath | string | — | Asset path (e.g., /Game/Path/Asset). |
| density | number | — | — |
| direction | object | — | 3D rotation (pitch, yaw, roll). |
| elevation | number | — | — |
| enabled | boolean | — | Whether the item/feature is enabled. |
| falloff | number | — | — |
| filename | string | — | — |
| foliageType | string | — | — |
| foliageTypePath | string | — | Asset path (e.g., /Game/Path/Asset). |
| foliageTypes | array | — | — |
| forwardAxis | string | — | — |
| hardness | number | — | — |
| heightData | array | — | — |
| heightScale | number | — | — |
| heightmapPath | string | — | — |
| hour | number | — | — |
| initialPoints | array | — | — |
| intensity | number | — | — |
| landscapeActorPath | string | — | — |
| landscapeName | string | — | — |
| landscapePath | string | — | Asset path (e.g., /Game/Path/Asset). |
| layerInfoPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| layerName | string | — | — |
| leaveTangent | object | — | 3D location (x, y, z). |
| lightType | string | — | — |
| location | object | — | 3D location (x, y, z). |
| locations | array | — | — |
| material | string | — | Material asset path. |
| materialIndex | number | — | — |
| materialPath | string | — | Material asset path. |
| maxBrightness | number | — | — |
| maxScale | number | — | — |
| maxX | number | — | — |
| maxY | number | — | — |
| meshPath | string | — | Mesh asset path. |
| method | string | — | — |
| minBrightness | number | — | — |
| minScale | number | — | — |
| minX | number | — | — |
| minY | number | — | — |
| name | string | — | Name identifier. |
| names | array | — | — |
| noWeightBlend | boolean | — | — |
| numLODs | number | — | — |
| operation | string | — | — |
| outputPath | string | — | — |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| particleSystemPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| path | string | — | Path to a directory. |
| physicalMaterialPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| pointIndex | number | — | — |
| pointRotation | object | — | 3D rotation (pitch, yaw, roll). |
| pointScale | object | — | 3D scale (x, y, z). |
| pointType | string | — | — |
| points | array | — | — |
| position | object | — | 3D location (x, y, z). |
| propertyName | string | — | Name of the property. |
| propertyValue | — | — | Generic value (any type). |
| quadsPerSection | number | — | — |
| quality | string | — | — |
| radius | number | — | — |
| randomOffsetRange | number | — | — |
| randomYaw | boolean | — | — |
| randomizeRotation | boolean | — | — |
| randomizeScale | boolean | — | — |
| region | object | — | — |
| removeAll | boolean | — | — |
| rotation | object | — | 3D rotation (pitch, yaw, roll). |
| rotationRange | object | — | 3D rotation (pitch, yaw, roll). |
| save | boolean | — | Save the asset(s) after the operation. |
| sectionSize | number | — | — |
| sectionsPerComponent | number | — | — |
| seed | number | — | — |
| settings | object | — | — |
| sizeX | number | — | — |
| sizeY | number | — | — |
| skipFlush | boolean | — | — |
| skyLightIntensity | number | — | — |
| spacing | number | — | — |
| speed | number | — | — |
| splineType | string | — | — |
| staticMesh | string | — | Mesh asset path. |
| steepness | number | — | — |
| strength | number | — | — |
| subdivisions | number | — | — |
| targetActor | string | — | Name of the actor. |
| tileSize | number | — | — |
| time | number | — | — |
| timeoutMs | number | — | — |
| tool | string | — | — |
| transforms | array | — | — |
| updateNormals | boolean | — | — |
| useRandomOffset | boolean | — | — |
| volumeName | string | — | — |
| waterBodyName | string | — | Name of the actor. |
| waveHeight | number | — | — |
| waveLength | number | — | — |
| width | number | — | — |
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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action |
| actorClass | string | — | — |
| actorName | string | — | Name of the actor. |
| actorNames | array | — | — |
| allComponents | boolean | — | — |
| arguments | — | — | Generic value (any type). |
| blueprintPath | string | — | Blueprint asset path. |
| childActor | string | — | Name of the child actor (for attach/detach operations). |
| className | string | — | — |
| classPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| collisionEnabled | boolean | — | — |
| componentName | string | — | Name of the component. |
| componentType | string | — | — |
| filter | string | — | — |
| force | object | — | 3D vector. |
| functionName | string | — | Name of the function. |
| limit | number | — | — |
| location | object | — | 3D location (x, y, z). |
| materialIndex | integer | — | — |
| materialPath | string | — | Material asset path. |
| materialSlot | integer | — | — |
| meshPath | string | — | Mesh asset path. |
| name | string | — | Name identifier. |
| newName | string | — | New name for renaming. |
| offset | object | — | 3D location (x, y, z). |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| parentActor | string | — | Name of the parent actor (for attach operations). |
| properties | object | — | — |
| propertyName | string | — | Name of the property. |
| rotation | object | — | 3D rotation (pitch, yaw, roll). |
| scale | object | — | 3D scale (x, y, z). |
| snapshotName | string | — | — |
| tag | string | — | Name of the tag. |
| value | — | — | Generic value (any type). |
| variables | object | — | — |
| visible | boolean | — | Whether 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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Editor action |
| actorName | string | — | Name of the actor. |
| assetPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| blendTime | number | — | — |
| bookmarkName | string | — | — |
| button | string | — | — |
| category | string | — | — |
| command | string | — | — |
| deltaTime | number | — | — |
| enabled | boolean | — | Whether the item/feature is enabled. |
| filename | string | — | — |
| fov | number | — | — |
| height | number | — | — |
| id | string | — | — |
| includeMetadata | boolean | — | — |
| inputAction | string | — | — |
| inputType | string | — | — |
| key | string | — | — |
| levelPath | string | — | Level asset path. |
| location | object | — | 3D location (x, y, z). |
| metadata | object | — | — |
| mode | string | — | Editor mode for set_editor_mode, or screenshot source: editor_viewport, game_viewport, full_editor_window. |
| name | string | — | Name identifier. |
| objectPath | string | — | — |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| path | string | — | Path to a directory. |
| preferences | object | — | — |
| realtime | boolean | — | — |
| resolution | string | — | Resolution setting (e.g., 1024x1024). |
| returnBase64 | boolean | — | Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport modes. |
| rotation | object | — | 3D rotation (pitch, yaw, roll). |
| speed | number | — | — |
| stat | string | — | — |
| steps | integer | — | — |
| type | string | — | — |
| viewMode | string | — | — |
| width | number | — | — |
| x | number | — | — |
| y | number | — | — |
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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action |
| actorName | string | — | Name of the actor. |
| blueprintPath | string | — | Blueprint asset path. |
| className | string | — | — |
| classPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| componentName | string | — | Name of the component. |
| componentNames | array | — | — |
| detailed | boolean | — | — |
| filter | string | — | — |
| name | string | — | Name identifier. |
| objectPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| propertyName | string | — | Name of the property. |
| propertyNames | array | — | — |
| propertyPath | string | — | — |
| snapshotName | string | — | — |
| tag | string | — | Name of the tag. |
| value | — | — | Generic 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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | AI action to perform |
| actorName | string | — | Name of the actor. |
| agentHeight | number | — | Navigation agent height (default: 144). |
| agentMaxSlope | number | — | Maximum slope angle in degrees (default: 44). |
| agentRadius | number | — | Navigation agent radius (default: 35). |
| agentStepHeight | number | — | Maximum step height agent can climb (default: 35). |
| areaClass | string | — | Navigation area class path. |
| areaCost | number | — | Pathfinding cost multiplier for area (1.0 = normal). |
| assetPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| bCreateBoxObstacle | boolean | — | Add box obstacle during nav generation. |
| baseObjectClass | string | — | — |
| behaviorTreePath | string | — | Path to behavior tree asset. |
| blackboardPath | string | — | Path to blackboard asset. |
| blueprintPath | string | — | Blueprint asset path. |
| broadcastInterval | number | — | Interval for state change broadcast (0 = single). |
| broadcastRadius | number | — | Radius for state change broadcast. |
| cellHeight | number | — | NavMesh cell height (default: 10). |
| cellSize | number | — | NavMesh cell size (default: 19). |
| childNodeId | string | — | ID of the node. |
| comment | string | — | — |
| componentName | string | — | Name of the component. |
| compositeType | string | — | Composite node type. |
| configPath | string | — | Path to config asset. |
| contextType | string | — | EQS context type. |
| controllerPath | string | — | Path to controller blueprint. |
| damageConfig | object | — | AI damage sense configuration. |
| decoratorType | string | — | Decorator node type. |
| definitionPath | string | — | Path to definition asset. |
| direction | string | — | Link traversal direction. |
| disabledAreaClass | string | — | Area class when smart link is disabled. |
| dominantSense | string | — | Dominant sense for perception prioritization. |
| enableDamage | boolean | — | — |
| enableHearing | boolean | — | — |
| enableSight | boolean | — | — |
| enabled | boolean | — | — |
| enabledAreaClass | string | — | Area class when smart link is enabled. |
| endPoint | object | — | End point of navigation link (relative to actor). |
| failsafeExtent | object | — | Failsafe extent for nav modifier when actor has no collision. |
| focusActorName | string | — | Name of the actor. |
| fromState | string | — | Source state name. |
| generatorSettings | object | — | Generator-specific settings. |
| generatorType | string | — | EQS generator type. |
| hearingConfig | object | — | AI hearing sense configuration. |
| hearingRange | number | — | — |
| isInstanceSynced | boolean | — | Sync key across instances. |
| keyName | string | — | Name of the key. |
| keyType | string | — | Blackboard key data type. |
| linkEnabled | boolean | — | Whether the link is enabled. |
| linkType | string | — | Type of navigation link. |
| location | object | — | World location for nav link proxy. |
| loseSightRadius | number | — | — |
| maxSimplificationError | number | — | Edge simplification error. |
| mergeRegionSize | number | — | Region merge threshold. |
| minRegionArea | number | — | Minimum region area to keep. |
| name | string | — | Name identifier. |
| nodeClass | string | — | Node class path. |
| nodeId | string | — | ID of the node. |
| nodeType | string | — | — |
| obstacleAreaClass | string | — | Area class for box obstacle. |
| obstacleExtent | object | — | Extent of simple box obstacle. |
| obstacleOffset | object | — | Offset of simple box obstacle. |
| offset | object | — | 3D vector. |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| parentNodeId | string | — | ID of the node. |
| parentStateName | string | — | — |
| path | string | — | Directory path for asset creation. |
| peripheralVisionAngle | number | — | — |
| properties | object | — | — |
| queryPath | string | — | Path to EQS query asset. |
| rotation | object | — | Rotation for nav link proxy. |
| save | boolean | — | Save the asset(s) after the operation. |
| savePath | string | — | Path to save the asset. |
| serviceType | string | — | Service node type. |
| sightConfig | object | — | AI sight sense configuration. |
| sightRadius | number | — | — |
| slotIndex | number | — | Index of slot to configure. |
| snapRadius | number | — | Snap radius for link endpoints (default: 30). |
| spawnCount | number | — | — |
| startPoint | object | — | Start point of navigation link (relative to actor). |
| stateName | string | — | Name of the state. |
| stateTreePath | string | — | Path to State Tree asset. |
| stateType | string | — | — |
| subnodeType | string | — | Behavior Tree subnode kind for add_subnode. |
| taskType | string | — | Task node type. |
| teamId | number | — | Team ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.). |
| testIndex | number | — | Index of test to configure. |
| testSettings | object | — | Test scoring and filter settings. |
| testType | string | — | EQS test type. |
| tileSizeUU | number | — | NavMesh tile size in UU (default: 1000). |
| toState | string | — | Target state name. |
| triggerType | string | — | — |
| value | — | — | Generic value (any type). |
| x | number | — | — |
| y | number | — | — |
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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action to perform |
| additionalOutputs | array | — | — |
| amount | number | — | — |
| assetPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| assetPaths | array | — | — |
| baseTexture | string | — | Texture asset path. |
| blendMode | string | — | — |
| blendTexture | string | — | Texture asset path. |
| blendType | string | — | — |
| blueTexture | string | — | Texture asset path. |
| channel | string | — | — |
| checkoutFiles | boolean | — | — |
| classNames | array | — | — |
| code | string | — | — |
| compressionSettings | string | — | — |
| constA | number | — | — |
| constB | number | — | — |
| coordinateIndex | number | — | — |
| curvePoints | array | — | — |
| defaultValue | — | — | Generic value (any type). |
| depth | number | — | — |
| description | string | — | — |
| destinationPath | string | — | Destination path for move/copy. |
| direction | string | — | — |
| directory | string | — | Path to a directory. |
| directoryPath | string | — | Path to a directory. |
| domain | string | — | — |
| downstream | boolean | — | — |
| endPin | string | — | Name of the pin. |
| filterMethod | string | — | — |
| fixupRedirectors | boolean | — | — |
| folderPath | string | — | Path to a directory. |
| force | boolean | — | — |
| format | string | — | — |
| functionPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| gamma | number | — | — |
| greenTexture | string | — | Texture asset path. |
| group | string | — | — |
| height | number | — | — |
| inBlack | number | — | — |
| inWhite | number | — | — |
| inputName | string | — | Name of the pin. |
| inputType | string | — | — |
| inputs | array | — | — |
| instancePath | string | — | Asset path (e.g., /Game/Path/Asset). |
| layerName | string | — | — |
| layers | array | — | — |
| levels | number | — | — |
| limit | number | — | — |
| lodBias | number | — | — |
| lodCount | number | — | — |
| materialDomain | string | — | — |
| materialPath | string | — | Material asset path. |
| maxDepth | number | — | — |
| meshPath | string | — | Mesh asset path. |
| metadata | object | — | — |
| name | string | — | Name identifier. |
| neverStream | boolean | — | — |
| newHeight | number | — | — |
| newName | string | — | New name for renaming. |
| newWidth | number | — | — |
| nodeId | string | — | ID of the node. |
| nodeIds | array | — | — |
| nodeType | string | — | — |
| octaves | number | — | — |
| offset | number | — | — |
| opacity | number | — | — |
| operation | string | — | — |
| orphansOnly | boolean | — | — |
| outputType | string | — | — |
| overwrite | boolean | — | Overwrite if the asset/file already exists. |
| packagePaths | array | — | — |
| parameterName | string | — | Name of the parameter. |
| parameterType | string | — | — |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| parentMaterial | string | — | Material asset path. |
| path | string | — | Path to a directory. |
| paths | array | — | — |
| pattern | string | — | — |
| pinName | string | — | Name of the pin. |
| posX | number | — | — |
| posY | number | — | — |
| prefix | string | — | — |
| radius | number | — | — |
| recursive | boolean | — | — |
| recursiveClasses | boolean | — | — |
| recursivePaths | boolean | — | — |
| redTexture | string | — | Texture asset path. |
| replaceText | string | — | — |
| replacement | string | — | — |
| reportType | string | — | — |
| samples | number | — | — |
| save | boolean | — | Save the asset(s) after the operation. |
| scale | number | — | — |
| searchText | string | — | — |
| shadingModel | string | — | — |
| showConfirmation | boolean | — | — |
| sourceNodeId | string | — | ID of the source node. |
| sourcePath | string | — | Source path for import/move/copy. |
| sourcePin | string | — | Name of the source pin. |
| sourceTexture | string | — | Texture asset path. |
| speed | number | — | — |
| speedX | number | — | — |
| speedY | number | — | — |
| startNodeId | string | — | ID of the node. |
| streamingPriority | number | — | — |
| strength | number | — | — |
| suffix | string | — | — |
| tag | string | — | Name of the tag. |
| tags | array | — | — |
| targetNodeId | string | — | ID of the target node. |
| targetPin | string | — | Name of the target pin. |
| textureGroup | string | — | — |
| texturePath | string | — | Texture asset path. |
| twoSided | boolean | — | — |
| type | string | — | — |
| uTiling | number | — | — |
| vTiling | number | — | — |
| value | — | — | Generic value (any type). |
| virtualTextureStreaming | boolean | — | — |
| width | number | — | — |
| x | number | — | — |
| y | number | — | — |
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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action |
| actorName | string | — | Name of the actor. |
| analysisType | string | — | — |
| assetPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| attachPointName | string | — | Name of the socket. |
| attenuationPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| attenuationShape | string | — | — |
| componentName | string | — | Name of the component. |
| concurrencyPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| defaultValue | — | — | Generic value (any type). |
| dopplerIntensity | number | — | — |
| effectType | string | — | — |
| enable | boolean | — | — |
| enableReverbSend | boolean | — | — |
| enabled | boolean | — | Whether the item/feature is enabled. |
| fadeInTime | number | — | — |
| fadeOutTime | number | — | — |
| fadeTime | number | — | — |
| fadeType | string | — | — |
| falloffDistance | number | — | — |
| falloffMode | string | — | — |
| innerRadius | number | — | — |
| inputName | string | — | Name of the input. |
| inputType | string | — | — |
| location | object | — | 3D location (x, y, z). |
| looping | boolean | — | Whether to loop. |
| lowPassFilterFrequency | number | — | — |
| mixName | string | — | — |
| name | string | — | Name identifier. |
| nodeType | string | — | — |
| occlusionFilterScale | number | — | — |
| occlusionInterpolationTime | number | — | — |
| occlusionVolumeScale | number | — | — |
| outputName | string | — | Name of the output. |
| outputType | string | — | — |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| parentClass | string | — | — |
| path | string | — | Directory path for asset creation. |
| pitch | number | — | — |
| properties | object | — | — |
| reverbDistanceMax | number | — | — |
| reverbDistanceMin | number | — | — |
| reverbEffect | string | — | — |
| reverbWetLevelMax | number | — | — |
| reverbWetLevelMin | number | — | — |
| rotation | object | — | 3D rotation (pitch, yaw, roll). |
| save | boolean | — | Save the asset(s) after the operation. |
| size | object | — | 3D scale (x, y, z). |
| soundClassName | string | — | — |
| soundClassPath | string | — | Sound class path. |
| soundName | string | — | — |
| soundPath | string | — | Sound asset path. |
| sourceNode | string | — | Source node name. |
| sourceNodeId | string | — | ID of the source node. |
| sourceOutputName | string | — | — |
| sourcePin | string | — | Name of the source pin. |
| spatialization | string | — | — |
| speakerPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| startTime | number | — | — |
| targetInputName | string | — | — |
| targetNode | string | — | Target node name. |
| targetNodeId | string | — | ID of the target node. |
| targetPin | string | — | Name of the target pin. |
| targetVolume | number | — | — |
| velocityScale | number | — | — |
| volume | number | — | — |
| volumeAdjuster | number | — | — |
| wavePath | string | — | Path to SoundWave asset. |
| windowSize | number | — | — |
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…
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Blueprint action |
| actionPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| alignment | object | — | Widget alignment (0-1). |
| alwaysShowScrollbar | boolean | — | Always show scrollbar. |
| anchorMax | object | — | Maximum anchor point (0-1). |
| anchorMin | object | — | Minimum anchor point (0-1). |
| angle | number | — | Angle in degrees. |
| animationName | string | — | Animation name. |
| applyAndSave | boolean | — | — |
| attachTo | string | — | — |
| autoWrap | boolean | — | Enable text auto-wrap. |
| bindingSource | string | — | Variable or function name to bind to. |
| blueprintPath | string | — | Blueprint asset path. |
| blueprintType | string | — | Path or name of the parent class. |
| brushColor | object | — | Border brush color. |
| brushSize | object | — | Brush/image size. |
| category | string | — | — |
| clipping | string | — | Widget clipping mode. |
| colorAndOpacity | object | — | Color and opacity (0-1 values). |
| columnCount | number | — | Number of columns. |
| componentClass | string | — | — |
| componentName | string | — | Name of the component. |
| componentType | string | — | — |
| customEventName | string | — | Name of the event. |
| defaultValue | — | — | Generic value (any type). |
| delta | number | — | Spinbox increment. |
| duration | number | — | — |
| eventName | string | — | Name of the event. |
| eventType | string | — | — |
| explicitWrapWidth | boolean | — | Use explicit wrap width. |
| fadeTime | number | — | Fade time in seconds. |
| fillColorAndOpacity | object | — | Fill color for progress bar. |
| folder | string | — | Path to a directory. |
| fontSize | number | — | Font size. |
| fromNodeId | string | — | ID of the source node. |
| fromPinName | string | — | Name of the source pin. |
| functionName | string | — | Name of the function. |
| graphName | string | — | Name of the graph. |
| gridSize | object | — | Inventory grid size. |
| height | number | — | — |
| heightOverride | number | — | Height override for size box. |
| hintText | string | — | Placeholder hint text. |
| includeProgressBar | boolean | — | Include progress bar. |
| innerSlotPadding | object | — | Inner wrap box slot padding. |
| inputActionAssetPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| inputActionPath | string | — | Asset path (e.g., /Game/Path/Asset). |
| inputAxisName | string | — | — |
| inputType | string | — | Text input type. |
| inputs | array | — | — |
| interpolation | string | — | Keyframe interpolation. |
| isChecked | boolean | — | Checkbox checked state. |
| isEnabled | boolean | — | Widget enabled state. |
| isMarquee | boolean | — | Progress bar marquee mode. |
| isPublic | boolean | — | — |
| isReplicated | boolean | — | — |
| linkedTo | string | — | — |
| location | array | — | — |
| loopCount | number | — | Number of loops (-1 for infinite). |
| materialPath | string | — | Material asset path. |
| maxValue | number | — | Maximum value. |
| maxVisibleObjectives | number | — | Maximum visible objectives. |
| memberClass | string | — | — |
| memberName | string | — | — |
| meshPath | string | — | Mesh asset path. |
| metadata | object | — | — |
| minDesiredHeight | number | — | Minimum desired height. |
| minDesiredSlotHeight | number | — | Minimum slot height. |
| minDesiredSlotWidth | number | — | Minimum slot width. |
| minDesiredWidth | number | — | Minimum desired width. |
| minValue | number | — | Minimum value. |
| name | string | — | Name identifier. |
| newName | string | — | New name for renaming. |
| newParent | string | — | — |
| nodeGuid | string | — | — |
| nodeId | string | — | ID of the node. |
| nodeName | string | — | Name of the node. |
| nodeType | string | — | — |
| oldName | string | — | — |
| onHoveredFunction | string | — | Function to call on hover. |
| onUnhoveredFunction | string | — | Function to call on unhover. |
| operations | array | — | — |
| options | array | — | Combo box options. |
| orientation | string | — | Widget orientation. |
| outputs | array | — | — |
| padding | object | — | Widget slot padding. |
| parameters | array | — | — |
| params | object | — | Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields. |
| parentClass | string | — | Path or name of the parent class. |
| parentComponent | string | — | — |
| parentName | string | — | — |
| parentSlot | string | — | Parent slot to add widget to. |
| path | string | — | Directory path for asset creation. |
| percent | number | — | Progress bar percentage (0-1). |
| pinName | string | — | Name of the pin. |
| playMode | string | — | Animation play mode. |
| posX | number | — | — |
| posY | number | — | — |
| position | object | — | 3D location (x, y, z). |
| preset | string | — | — |
| previewSize | string | — | Preview resolution preset. |
| promptFormat | string | — | Interaction prompt format. |
| properties | object | — | — |
| propertyName | string | — | Name of the property. |
| propertyValue | — | — | Generic value (any type). |
| rotation | array | — | — |
| rowCount | number | — | Number of rows. |
| saveAfterCompile | boolean | — | — |
| savePath | string | — | Path to save the asset. |
| scale | array | — | — |
| scrollBarVisibility | string | — | Scroll bar visibility. |
| segmentCount | number | — | Number of radial segments. |
| selectedOption | string | — | Selected combo box option. |
| settingsType | string | — | Settings menu type. |
| shear | object | — | Render shear. |
| showSpeakerName | boolean | — | Show speaker name. |
| size | number | — | — |
| slotName | string | — | Name of the slot. |
| slotPadding | object | — | Padding between uniform grid slots. |
| sourceNode | string | — | — |
| sourcePin | string | — | Name of the source pin. |
| stepSize | number | — | Value step size. |
| stretch | string | — | Scale box stretch mode. |
| stretchDirection | string | — | Scale box stretch direction. |
| targetClass | string | — | — |
| targetNode | string | — | — |
| targetPin | string | — | Name of the target pin. |
| text | string | — | Text content. |
| texturePath | string | — | Texture asset path. |
| time | number | — | Keyframe time. |
| timeoutMs | number | — | — |
| title | string | — | — |
| toNodeId | string | — | ID of the target node. |
| toPinName | string | — | Name of the target pin. |
| trackType | string | — | Animation track type. |
| translation | object | — | Render translation. |
| userSpecifiedScale | number | — | User specified scale value. |
| value | — | — | Generic value (any type). |
| variableName | string | — | Name of the variable. |
| variableType | string | — | Variable type (e.g., Boolean, Float, Integer, Vector, String, Object) |
| visibility | string | — | Widget visibility state. |
| widgetPath | string | — | Widget blueprint path. |
| width | number | — | — |
| widthOverride | number | — | Width override for size box. |
| wrapWidth | number | — | Wrap width for wrap box. |
| x | number | — | — |
| y | number | — | — |
| zOrder | number | — | Z-order for canvas slot. |
No output schema declared.
No examples provided.