# io.github.ChiR24/unreal-engine-mcp (npm · unreal-engine-mcp-server)

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

- Trust score: 57/100 (low)
- Change this week: +16
- Registry status: active
- Liveness: live
- Owner verified: no
- Last scored: 2026-08-03

## Components

- npm · `unreal-engine-mcp-server`: 57/100 (this document), [markdown](https://verifymcp.io/servers/chir24-unreal-engine-mcp/unreal-engine-mcp-server.md), [page](https://verifymcp.io/servers/chir24-unreal-engine-mcp/unreal-engine-mcp-server)

## Channel facts

- Registry: `npm`
- Package: `unreal-engine-mcp-server`
- Version: `0.5.30`
- Transport: `stdio`

## Trust breakdown

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. Scores are 0–100 per category. Scoring method: https://verifymcp.io/docs/scoring (what has changed: https://verifymcp.io/docs/scoring/changelog)

Scored 2026-08-03.

- **Supply Chain Security**: 87/100
  - No malware found by supply-chain analysis.
  - Only part of the dependency tree could be resolved (97 of 101), so this covers what we could see, not the whole tree.
  - No install/post-install scripts declared.
  - Only part of the dependency tree could be resolved (97 of 101), so this covers what we could see, not the whole tree.
- **Provenance & Transparency**: 19/100
  - Repository check failed: the declared repository URL redirects; it must resolve directly.
  - Provenance check failed: no build-provenance attestation is published.
  - Clear OSI-approved license (MIT).
  - Actively maintained (last published 58 days ago).
  - Disclosure check failed: no security disclosure policy was found in the source repository.
- **Schema Quality & AI Usability**: 46/100
  - 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).
  - AI-judged instruction clarity (poor).
  - 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.
  - Usage-examples check failed: none of the tools include examples.
- **Stability & Change Management**: 27/100
  - Stability observed for 8 of 30 days with no destabilising changes; credit accrues until the full window elapses.
- **Tool Coverage**: 87/100
  - 100% of tools have a non-trivial description (not blank, and not just the tool's name).
  - 60% of tool parameters carry a description.
- **Capabilities**: 100/100
  - Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.

## Install

### Claude

```bash
claude mcp add chir24-unreal-engine-mcp -- npx -y unreal-engine-mcp-server
```

### Codex

```bash
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
    }
  }
}
```

### OpenClaw

```bash
openclaw mcp add chir24-unreal-engine-mcp --command npx --arg -y --arg unreal-engine-mcp-server
```

### Hermes

```yaml
mcp_servers:
  chir24-unreal-engine-mcp:
    command: "npx"
    args: ["-y", "unreal-engine-mcp-server"]
```

### Other

```json
{
  "mcpServers": {
    "chir24-unreal-engine-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "unreal-engine-mcp-server"
      ]
    }
  }
}
```

## Changelog

Every change recorded for this component, newest first. Days that predate change tracking, or that we cannot explain, say so: "we were watching and nothing happened" and "we were not watching" are different claims.

### 2026-08-03 (score 57, +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.

### 2026-08-02 (score 56, +39)

- [security regression] Provenance: unverified → fail
- [security improvement] Install scripts: unverified → pass
- [security improvement] Known CVEs: unverified → partial
- [security improvement] Malware scan: unverified → pass
- [functional regression] Schema quality: 100 → unverified
- [functional regression] Tool coverage: 100 → unverified
- [functional improvement] License: unverified → pass
- [functional improvement] Dependency health: unverified → partial
- [functional improvement] Maintenance: unverified → pass
- [functional improvement] MCP protocol: unverified → pass
- [functional improvement] Stability: unverified → 0.23
- [functional improvement] Schema quality: unverified → poor
- [functional] Licence: MIT

### 2026-07-31 (score 17, −24)

- [functional] We updated how we score, so this day's move reflects our rubric, not a change to the server

### 2026-07-30 (score 41, +23)

- [functional improvement] Tool coverage: unverified → 100
- [functional improvement] Schema quality: unverified → 100

### 2026-07-28 (score 18, −23)

- [functional regression] Schema quality: 100 → unverified
- [functional regression] Tool coverage: 100 → unverified

### 2026-07-27 (score 41)

First indexed and scored.

## MCP tools (23)

### `manage_tools` (~175 tokens)

Dynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: tools, category, params.

Input parameters:

- `action` (string, required): list_tools: show canonical tools with status. list_categories: show category counts. enable/disable_tools: toggle specific tools. enable/disable_category: toggle category. get_status: current state.…
- `category` (string): Category name to enable/disable (core, world, gameplay, utility, all)
- `params` (object): Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
- `tools` (array): Tool names to enable/disable

### `manage_asset` (~1529 tokens)

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.

Input parameters:

- `action` (string, required): 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)

### `manage_blueprint` (~2132 tokens)

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…

Input parameters:

- `action` (string, required): 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.

### `control_actor` (~561 tokens)

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.

Input parameters:

- `action` (string, required): 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.

### `control_editor` (~559 tokens)

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.

Input parameters:

- `action` (string, required): 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)

### `manage_level` (~561 tokens)

Load/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelPaths, levelName, path, savePath, destinationPath, overwrite, targetPath, exportPath, packagePath, sourcePath, sublevelPath, parentLevel, parentPath, streamingMethod, streaming, shouldBeLoaded, shouldBeVisible, saveDirtyPackages, lightType, intensity, color, location, rotation, template, useWorldPartition, metadata, newName, timeoutMs, name, quality, subLevelPath, params.

Input parameters:

- `action` (string, required): Action
- `assetPath` (string): Asset path (e.g., /Game/Path/Asset).
- `color` (array): RGBA color as an array [r, g, b, a].
- `destinationPath` (string): Destination path for move/copy.
- `exportPath` (string): Export file path.
- `intensity` (number)
- `levelName` (string)
- `levelPath` (string): Level asset path.
- `levelPaths` (array)
- `lightType` (string): Light type. Accepts short names (Point), class names (PointLight), or lowercase (point).
- `location` (object): 3D location (x, y, z).
- `metadata` (object)
- `name` (string): Name identifier.
- `newName` (string)
- `overwrite` (boolean): Overwrite if the asset/file already exists.
- `packagePath` (string): Path to a directory.
- `params` (object): Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
- `parentLevel` (string): Parent level path.
- `parentPath` (string): Path to a directory.
- `path` (string): Directory path for asset creation.
- `quality` (string)
- `rotation` (object): 3D rotation (pitch, yaw, roll).
- `saveDirtyPackages` (boolean)
- `savePath` (string): Path to save the asset.
- `shouldBeLoaded` (boolean)
- `shouldBeVisible` (boolean)
- `sourcePath` (string): Source path for import/move/copy.
- `streaming` (boolean)
- `streamingMethod` (string)
- `subLevelPath` (string): Level asset path.
- `sublevelPath` (string): Level asset path.
- `targetPath` (string): Path to a directory.
- `template` (string)
- `timeoutMs` (number)
- `useWorldPartition` (boolean)

### `build_environment` (~1584 tokens)

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.

Input parameters:

- `action` (string, required): 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)

### `animation_physics` (~1680 tokens)

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.

Input parameters:

- `action` (string, required): 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)

### `system_control` (~811 tokens)

Control the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: profileType, category, level, enabled, resolution, command, target, platform, configuration, arguments, filter, channels, widgetPath, childClass, parentName, section, key, value, code, file, mode, returnBase64, includeMetadata, metadata, type, duration, outputPath, detailed, scale, maxFPS, poolSize, boostPlayerLocation, forceLOD, lodBias, enableInstancing, enableBatching, mergeActors, actors, streamingDistance, cellSize, categoryName, filename, height, message, name, packageName, assetPath, path, paths, recursive, replaceSourceActors, savePath, text, volume, widgetId, width, windowed, params.

Input parameters:

- `action` (string, required): Action
- `actors` (array)
- `arguments` (string)
- `assetPath` (string): Asset path (e.g., /Game/Path/Asset).
- `boostPlayerLocation` (boolean)
- `category` (string)
- `categoryName` (string)
- `cellSize` (number)
- `channels` (string)
- `childClass` (string)
- `code` (string): Python code to execute inline
- `command` (string)
- `configuration` (string)
- `detailed` (boolean)
- `duration` (number)
- `enableBatching` (boolean)
- `enableInstancing` (boolean)
- `enabled` (boolean): Whether the item/feature is enabled.
- `file` (string): Path to .py file to execute
- `filename` (string)
- `filter` (string)
- `forceLOD` (number)
- `height` (number)
- `includeMetadata` (boolean)
- `key` (string)
- `level` (number)
- `lodBias` (number)
- `maxFPS` (number)
- `mergeActors` (boolean)
- `message` (string)
- `metadata` (object)
- `mode` (string): Screenshot source. editor_viewport captures the active editor viewport; game_viewport captures the PIE/game viewport; full_editor_window captures the full Slate editor window and returns imageBase64…
- `name` (string): Name identifier.
- `outputPath` (string): Output file or directory path.
- `packageName` (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.
- `parentName` (string)
- `path` (string): Asset path (e.g., /Game/Path/Asset).
- `paths` (array)
- `platform` (string)
- `poolSize` (number)
- `profileType` (string)
- `recursive` (boolean): Perform the operation recursively.
- `replaceSourceActors` (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 screenshot modes.
- `savePath` (string): Path to save the asset.
- `scale` (number)
- `section` (string)
- `streamingDistance` (number)
- `target` (string)
- `text` (string)
- `type` (string)
- `value` (string)
- `volume` (number)
- `widgetId` (string)
- `widgetPath` (string): Widget blueprint path.
- `width` (number)
- `windowed` (boolean)

### `manage_sequence` (~420 tokens)

Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, actorName, actorNames, frame, value, property, destinationPath, newName, speed, startTime, loopMode, className, spawnable, trackType, trackName, muted, solo, locked, startFrame, endFrame, frameRate, resolution, start, end, lengthInFrames, playbackStart, playbackEnd, metadata, params.

Input parameters:

- `action` (string, required): Action
- `actorName` (string): Name of the actor.
- `actorNames` (array)
- `className` (string)
- `destinationPath` (string): Destination path for move/copy.
- `end` (number)
- `endFrame` (number)
- `frame` (number)
- `frameRate` (string)
- `lengthInFrames` (number)
- `locked` (boolean)
- `loopMode` (string)
- `metadata` (object)
- `muted` (boolean)
- `name` (string): Name identifier.
- `newName` (string): New name for renaming.
- `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): Asset path (e.g., /Game/Path/Asset).
- `playbackEnd` (number)
- `playbackStart` (number)
- `property` (string): Name of the property.
- `resolution` (string)
- `solo` (boolean)
- `spawnable` (boolean)
- `speed` (number)
- `start` (number)
- `startFrame` (number)
- `startTime` (number)
- `trackName` (string)
- `trackType` (string)
- `value` (object)

### `inspect` (~365 tokens)

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.

Input parameters:

- `action` (string, required): 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).

### `manage_audio` (~1040 tokens)

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.

Input parameters:

- `action` (string, required): 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)

### `manage_geometry` (~1250 tokens)

Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: outputPath, assetPath, name, path, actorName, width, height, depth, radius, innerRadius, numSides, numRings, numSteps, stepWidth, stepHeight, stepDepth, numTurns, widthSegments, heightSegments, depthSegments, radialSegments, location, rotation, scale, distance, amount, segments, angle, axis, strength, weight, latticeResolution, heightScale, midpoint, texturePath, position, center, offset, dimensions, targetActor, toolActor, trimActorName, splineActorName, keepTool, keepInside, cap, count, steps, iterations, targetTriangleCount, targetEdgeLength, weldDistance, uvChannel, uvScale, uvOffset, hardEdgeAngle, computeWeightedNormals, collisionType, hullCount, maxHullCount, maxHullVerts, targetHullCount, simplificationFactor, hullPrecision, maxVerticesPerHull, lodCount, lodIndex, reductionPercent, trianglePercent, recomputeNormals, recomputeTangents, screenSizes, params.

Input parameters:

- `action` (string, required): Geometry action to perform
- `actorName` (string): Name of the actor.
- `amount` (number): Generic amount for operations (bevel size, inset distance, etc.).
- `angle` (number): Angle in degrees.
- `assetPath` (string): Asset path (e.g., /Game/Path/Asset).
- `axis` (string): Axis for deformation operations.
- `cap` (boolean)
- `center` (object): 3D location (x, y, z).
- `collisionType` (string): Collision complexity type.
- `computeWeightedNormals` (boolean): Use area-weighted normals.
- `count` (number)
- `depth` (number): Depth value.
- `depthSegments` (number): Segments along depth.
- `dimensions` (object): 3D dimensions (width, height, depth).
- `distance` (number): Distance value.
- `hardEdgeAngle` (number): Angle threshold for hard edges (degrees).
- `height` (number): Height value.
- `heightScale` (number): Texture displacement height scale.
- `heightSegments` (number): Segments along height.
- `hullCount` (number): Number of convex hulls for decomposition.
- `hullPrecision` (number): Precision for convex hull generation (0-1).
- `innerRadius` (number): Inner radius for torus.
- `iterations` (number): Number of iterations for smooth, remesh.
- `keepInside` (boolean)
- `keepTool` (boolean)
- `latticeResolution` (number): Control lattice resolution for lattice deformation.
- `location` (object): 3D location (x, y, z).
- `lodCount` (number): Number of LOD levels to generate.
- `lodIndex` (number): Specific LOD index to configure.
- `maxHullCount` (number): Maximum hull count for complex collision generation.
- `maxHullVerts` (number): Maximum vertices per hull for complex collision generation.
- `maxVerticesPerHull` (number): Maximum vertices per convex hull.
- `midpoint` (number): Texture luminance midpoint for displacement.
- `name` (string): Name identifier.
- `numRings` (number): Number of rings for sphere, torus.
- `numSides` (number): Number of sides for cylinder, cone, etc.
- `numSteps` (number): Number of steps for stairs.
- `numTurns` (number): Number of turns for spiral.
- `offset` (object): 3D location (x, y, z).
- `outputPath` (string): Output file or directory path.
- `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.
- `position` (object): 3D location (x, y, z).
- `radialSegments` (number): Radial segments for circular shapes.
- `radius` (number): Radius value.
- `recomputeNormals` (boolean)
- `recomputeTangents` (boolean)
- `reductionPercent` (number): Percent of triangles to reduce per LOD.
- `rotation` (object): 3D rotation (pitch, yaw, roll).
- `scale` (object): 3D scale (x, y, z).
- `screenSizes` (array): Array of screen sizes for each LOD.
- `segments` (number): Number of segments for bevel, subdivide.
- `simplificationFactor` (number): Collision simplification factor.
- `splineActorName` (string): Name of the actor.
- `stepDepth` (number): Depth of each stair step.
- `stepHeight` (number): Height of each stair step.
- `stepWidth` (number): Width of each stair step.
- `steps` (number)
- `strength` (number): Strength or weight.
- `targetActor` (string): Name of the actor.
- `targetEdgeLength` (number): Target edge length for remeshing.
- `targetHullCount` (number): Target hull count for collision simplification.
- `targetTriangleCount` (number): Target triangle count for simplification.
- `texturePath` (string): Texture asset path.
- `toolActor` (string): Name of the actor.
- `trianglePercent` (number): Percent of triangles to keep for LOD reduction.
- `trimActorName` (string): Name of the actor.
- `uvChannel` (number): UV channel index (0-7).
- `uvOffset` (object): UV offset.
- `uvScale` (object): UV scale.
- `weight` (number): Weight for lattice deformation.
- `weldDistance` (number): Distance threshold for vertex welding.
- `width` (number): Width value.
- `widthSegments` (number): Segments along width.

### `manage_pcg` (~672 tokens)

Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPath, parentGraphPath, subgraphPath, assetPath, path, name, nodeType, settingsClass, nodeId, nodeName, title, sourceNodeId, targetNodeId, sourcePin, targetPin, inputName, outputName, actorName, componentName, componentPath, classPath, actorClass, meshPath, texturePath, createComponent, force, wait, gridSize, scope, settings, x, y, posX, posY, save, overwrite, timeoutMs, params.

Input parameters:

- `action` (string, required): PCG graph action to perform
- `actorClass` (string)
- `actorName` (string): Name of the actor.
- `assetPath` (string): Asset path (e.g., /Game/Path/Asset).
- `classPath` (string)
- `componentName` (string): Name of the component.
- `componentPath` (string): Component path/name for PCG execution.
- `createComponent` (boolean)
- `force` (boolean)
- `graphPath` (string): PCG graph asset path (e.g., /Game/PCG/PCG_MyGraph).
- `gridSize` (number)
- `inputName` (string): Name of the pin.
- `meshPath` (string): Mesh asset path.
- `name` (string): Name identifier.
- `nodeId` (string): ID of the node.
- `nodeName` (string): Name of the node.
- `nodeType` (string): PCG node type alias or UPCGSettings class path/name.
- `outputName` (string): Name of the pin.
- `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.
- `parentGraphPath` (string): Parent PCG graph asset path for subgraph insertion.
- `path` (string): Path to a directory.
- `posX` (number)
- `posY` (number)
- `save` (boolean): Save the asset(s) after the operation.
- `scope` (string): Partition grid target scope.
- `settings` (object): Node settings keyed by reflected PCG settings property name.
- `settingsClass` (string): UPCGSettings class path/name for the PCG node.
- `sourceNodeId` (string): ID of the source node.
- `sourcePin` (string): Name of the source pin.
- `subgraphPath` (string): PCG subgraph asset path used by subgraph nodes.
- `targetNodeId` (string): ID of the target node.
- `targetPin` (string): Name of the target pin.
- `texturePath` (string): Texture asset path.
- `timeoutMs` (number)
- `title` (string)
- `wait` (boolean)
- `x` (number)
- `y` (number)

### `manage_effect` (~1061 tokens)

Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, savePath, assetPath, timeoutMs, save, system, systemPath, systemName, emitter, emitterName, emitterPath, emitterProperties, location, actorName, attachToActor, reset, filter, deltaTime, steps, preset, shape, shapeType, radius, color, duration, lightType, intensity, density, scattering, extinction, modulePath, scriptType, autoConnect, nodeId, parameterName, parameterType, parameterValue, value, sourceBinding, spawnRate, burstCount, burstTime, spawnPerUnit, lifetime, mass, forceType, forceStrength, forceVector, velocity, velocityMode, acceleration, sizeMode, uniformSize, colorMode, materialPath, alignment, facingMode, meshPath, lightRadius, collisionMode, restitution, friction, dieOnCollision, killCondition, cameraOffset, eventName, eventType, spawnOnEvent, eventSpawnCount, eventPayload, fixedBoundsEnabled, deterministicEnabled, stageName, stageIterationSource, params.

Input parameters:

- `acceleration` (object): 3D location (x, y, z).
- `action` (string, required): Effect/Niagara action to perform.
- `actorName` (string): Name of the actor.
- `alignment` (string)
- `assetPath` (string): Asset path (e.g., /Game/Path/Asset).
- `attachToActor` (string): Name of the actor.
- `autoConnect` (boolean)
- `burstCount` (number)
- `burstTime` (number)
- `cameraOffset` (number)
- `collisionMode` (string)
- `color`: RGBA color as an array [r,g,b,a] or object {r,g,b,a} depending on action.
- `colorMode` (string)
- `deltaTime` (number)
- `density` (number)
- `deterministicEnabled` (boolean)
- `dieOnCollision` (boolean)
- `duration` (number)
- `emitter` (string)
- `emitterName` (string)
- `emitterPath` (string): Asset path (e.g., /Game/Path/Asset).
- `emitterProperties` (object)
- `eventName` (string): Name of the event.
- `eventPayload` (array): Niagara event payload attributes to expose.
- `eventSpawnCount` (number)
- `eventType` (string)
- `extinction` (number)
- `facingMode` (string)
- `filter` (string)
- `fixedBoundsEnabled` (boolean)
- `forceStrength` (number)
- `forceType` (string)
- `forceVector` (object): 3D location (x, y, z).
- `friction` (number)
- `intensity` (number)
- `killCondition` (string)
- `lifetime` (number)
- `lightRadius` (number)
- `lightType` (string)
- `location` (object): 3D location (x, y, z).
- `mass` (number)
- `materialPath` (string): Material asset path.
- `meshPath` (string): Mesh asset path.
- `modulePath` (string): Asset path (e.g., /Game/Path/Asset).
- `name` (string): Name identifier.
- `nodeId` (string): ID of the node.
- `parameterName` (string): Name of the parameter.
- `parameterType` (string)
- `parameterValue`: Generic value (any type).
- `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): Directory path for asset creation.
- `preset` (string)
- `radius` (number)
- `reset` (boolean)
- `restitution` (number)
- `save` (boolean)
- `savePath` (string): Path to save the asset.
- `scattering` (number)
- `scriptType` (string)
- `shape` (string)
- `shapeType` (string)
- `sizeMode` (string)
- `sourceBinding` (string)
- `spawnOnEvent` (boolean)
- `spawnPerUnit` (number)
- `spawnRate` (number)
- `stageIterationSource` (string)
- `stageName` (string)
- `steps` (integer)
- `system` (string): Asset path (e.g., /Game/Path/Asset).
- `systemName` (string)
- `systemPath` (string): Asset path (e.g., /Game/Path/Asset).
- `timeoutMs` (number)
- `uniformSize` (number)
- `value`: Generic value (any type).
- `velocity` (object): 3D location (x, y, z).
- `velocityMode` (string)

### `manage_gas` (~1037 tokens)

Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, blueprintPath, replicationMode, attributeSetPath, attributeName, attributeType, baseValue, minValue, maxValue, clampMode, abilityPath, abilityTags, cancelAbilitiesWithTag, blockAbilitiesWithTag, activationRequiredTags, activationBlockedTags, costEffectPath, cooldownEffectPath, targetingMode, targetRange, aoeRadius, taskType, activationPolicy, instancingPolicy, effectPath, durationType, duration, period, modifierOperation, modifierMagnitude, magnitudeCalculationType, setByCallerTag, targetAttribute, calculationClass, cueTag, cuePath, stackingType, stackLimitCount, stackDurationRefreshPolicy, stackPeriodResetPolicy, stackExpirationPolicy, grantedTags, applicationRequiredTags, removalTags, immunityTags, cueType, triggerType, particleSystemPath, soundPath, cameraShakePath, decalPath, tagName, componentName, defaultValue, modifierIndex, params.

Input parameters:

- `abilityPath` (string): Path to ability asset.
- `abilityTags` (array): Gameplay tags for this ability.
- `action` (string, required): GAS action to perform.
- `activationBlockedTags` (array): Tags that block activation of this ability.
- `activationPolicy` (string): When the ability activates.
- `activationRequiredTags` (array): Tags required to activate this ability.
- `aoeRadius` (number): Area of effect radius.
- `applicationRequiredTags` (array): Tags required to apply this effect.
- `assetPath` (string): Asset path (e.g., /Game/Path/Asset).
- `attributeName` (string): Name of the attribute.
- `attributeSetPath` (string): Path to Attribute Set asset.
- `attributeType` (string): Predefined attribute type or Custom.
- `baseValue` (number): Base value for attribute.
- `blockAbilitiesWithTag` (array): Tags of abilities blocked while this is active.
- `blueprintPath` (string): Blueprint asset path.
- `calculationClass` (string): UGameplayEffectExecutionCalculation class path.
- `cameraShakePath` (string): Path to camera shake asset.
- `cancelAbilitiesWithTag` (array): Tags of abilities to cancel when this activates.
- `clampMode` (string): Attribute clamping mode.
- `componentName` (string): Name of the component.
- `cooldownEffectPath` (string): Path to cooldown Gameplay Effect.
- `costEffectPath` (string): Path to cost Gameplay Effect.
- `cuePath` (string): Path to Gameplay Cue asset.
- `cueTag` (string): Gameplay Cue tag (e.g., GameplayCue.Damage.Fire).
- `cueType` (string): Type of gameplay cue notify.
- `decalPath` (string): Path to decal material.
- `defaultValue`: Generic value (any type).
- `duration` (number): Duration in seconds.
- `durationType` (string): Effect duration type.
- `effectPath` (string): Path to effect asset.
- `grantedTags` (array): Tags granted while effect is active.
- `immunityTags` (array): Tags that block this effect.
- `instancingPolicy` (string): How the ability is instanced.
- `magnitudeCalculationType` (string): How magnitude is calculated.
- `maxValue` (number): Maximum value for clamping.
- `minValue` (number): Minimum value for clamping.
- `modifierIndex` (number)
- `modifierMagnitude` (number): Magnitude of the modifier.
- `modifierOperation` (string): Modifier operation on attribute.
- `name` (string): Name of the asset to create.
- `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): Path to particle system.
- `path` (string): Directory path for asset creation.
- `period` (number): Period for periodic effects.
- `removalTags` (array): Tags that cause effect removal.
- `replicationMode` (string): ASC replication mode.
- `setByCallerTag` (string): Tag for SetByCaller magnitude.
- `soundPath` (string): Sound asset path.
- `stackDurationRefreshPolicy` (string): When to refresh stack duration.
- `stackExpirationPolicy` (string): What happens when stack expires.
- `stackLimitCount` (number): Maximum stack count.
- `stackPeriodResetPolicy` (string): When to reset stack period.
- `stackingType` (string): Stacking type for effect.
- `tagName` (string): Name of the tag.
- `targetAttribute` (string): Target attribute for modifier.
- `targetRange` (number): Maximum targeting range.
- `targetingMode` (string): Targeting mode for ability.
- `taskType` (string): Type of ability task to add.
- `triggerType` (string): When the cue triggers.

### `manage_character` (~1031 tokens)

Create Character Blueprints with movement, locomotion, and animation state machines. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, parentClass, skeletalMeshPath, animBlueprintPath, capsuleRadius, capsuleHalfHeight, meshOffset, meshRotation, cameraUsePawnControlRotation, springArmLength, springArmLagEnabled, springArmLagSpeed, walkSpeed, runSpeed, sprintSpeed, crouchSpeed, swimSpeed, flySpeed, acceleration, deceleration, groundFriction, jumpHeight, airControl, maxJumpCount, jumpHoldTime, gravityScale, fallingLateralFriction, orientToMovement, useControllerRotationYaw, useControllerRotationPitch, useControllerRotationRoll, rotationRate, modeName, modeId, navAgentRadius, navAgentHeight, avoidanceEnabled, mantleHeight, mantleReachDistance, vaultHeight, vaultDepth, climbSpeed, climbableTag, slideSpeed, slideDuration, slideCooldown, wallRunSpeed, wallRunDuration, wallRunGravityScale, grappleRange, grappleSpeed, grappleTargetTag, footstepEnabled, footstepSocketLeft, footstepSocketRight, footstepTraceDistance, surfaceType, brakingDeceleration, canCrouch, crouchedHalfHeight, customSpeed, particleScale, volumeMultiplier, params.

Input parameters:

- `acceleration` (number)
- `action` (string, required): Character action to perform.
- `airControl` (number)
- `animBlueprintPath` (string): Path to animation blueprint.
- `avoidanceEnabled` (boolean): Enable AI avoidance.
- `blueprintPath` (string): Blueprint asset path.
- `brakingDeceleration` (number)
- `cameraUsePawnControlRotation` (boolean): Camera follows controller rotation.
- `canCrouch` (boolean)
- `capsuleHalfHeight` (number)
- `capsuleRadius` (number)
- `climbSpeed` (number)
- `climbableTag` (string): Tag for climbable surfaces.
- `crouchSpeed` (number)
- `crouchedHalfHeight` (number)
- `customSpeed` (number)
- `deceleration` (number)
- `fallingLateralFriction` (number): Air friction.
- `flySpeed` (number)
- `footstepEnabled` (boolean): Enable footstep system.
- `footstepSocketLeft` (string): Left foot socket name.
- `footstepSocketRight` (string): Right foot socket name.
- `footstepTraceDistance` (number): Ground trace distance.
- `grappleRange` (number): Maximum grapple distance.
- `grappleSpeed` (number): Grapple pull speed.
- `grappleTargetTag` (string): Tag for grapple targets.
- `gravityScale` (number)
- `groundFriction` (number)
- `jumpHeight` (number)
- `jumpHoldTime` (number): Max hold time for variable jump.
- `mantleHeight` (number): Maximum mantle height.
- `mantleReachDistance` (number): Forward reach for mantle check.
- `maxJumpCount` (number)
- `meshOffset` (object): Mesh location offset.
- `meshRotation` (object): Mesh rotation offset.
- `modeId` (number): Custom movement mode ID.
- `modeName` (string): Name for custom movement mode.
- `name` (string): Name of the asset to create.
- `navAgentHeight` (number)
- `navAgentRadius` (number)
- `orientToMovement` (boolean): Orient rotation to movement direction.
- `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): Parent class for character blueprint.
- `particleScale` (number)
- `path` (string): Directory path for asset creation.
- `rotationRate` (number)
- `runSpeed` (number)
- `skeletalMeshPath` (string): Skeletal mesh path.
- `slideCooldown` (number)
- `slideDuration` (number)
- `slideSpeed` (number)
- `springArmLagEnabled` (boolean): Enable camera lag.
- `springArmLagSpeed` (number): Camera lag speed.
- `springArmLength` (number)
- `sprintSpeed` (number)
- `surfaceType` (string): Physical surface type.
- `swimSpeed` (number)
- `useControllerRotationPitch` (boolean): Use controller pitch rotation.
- `useControllerRotationRoll` (boolean): Use controller roll rotation.
- `useControllerRotationYaw` (boolean): Use controller yaw rotation.
- `vaultDepth` (number): Obstacle depth to check.
- `vaultHeight` (number): Maximum vault obstacle height.
- `volumeMultiplier` (number)
- `walkSpeed` (number)
- `wallRunDuration` (number): Maximum wall run duration.
- `wallRunGravityScale` (number): Gravity during wall run.
- `wallRunSpeed` (number): Wall running speed.

### `manage_combat` (~1578 tokens)

Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, name, path, weaponMeshPath, muzzleSocketName, ejectionSocketName, baseDamage, fireRate, range, spread, hitscanEnabled, traceChannel, projectileClass, spreadPattern, spreadIncrease, spreadRecovery, recoilPitch, recoilYaw, recoilRecovery, adsEnabled, adsFov, adsSpeed, adsSpreadMultiplier, projectileSpeed, projectileGravityScale, projectileLifespan, projectileMeshPath, collisionRadius, bounceEnabled, bounceVelocityRatio, homingEnabled, homingAcceleration, damageImpulse, criticalMultiplier, headshotMultiplier, hitboxBoneName, hitboxType, hitboxSize, isDamageZoneHead, damageMultiplier, magazineSize, reloadTime, reloadAnimationPath, ammoType, maxAmmo, startingAmmo, attachmentSlots, switchInTime, switchOutTime, equipAnimationPath, unequipAnimationPath, muzzleFlashParticlePath, muzzleFlashScale, muzzleSoundPath, tracerParticlePath, tracerSpeed, impactParticlePath, impactSoundPath, impactDecalPath, shellMeshPath, shellEjectionForce, shellLifespan, meleeTraceStartSocket, meleeTraceEndSocket, meleeTraceRadius, comboWindowTime, maxComboCount, hitPauseDuration, hitPauseTimeDilation, hitReactionMontage, hitReactionStunTime, parryWindowStart, parryWindowEnd, parryAnimationPath, blockDamageReduction, blockStaminaCost, weaponTrailParticlePath, weaponTrailStartSocket, weaponTrailEndSocket, ammoPerShot, armorValue, damageAmount, damagePerSecond, damageReduction, damageType, duration, effectType, healAmount, infiniteAmmo, maxHealth, maxShield, shieldAmount, shieldRegenDelay, shieldRegenRate, params.

Input parameters:

- `action` (string, required): Combat action to perform
- `adsEnabled` (boolean): Enable aim down sights.
- `adsFov` (number): FOV when aiming.
- `adsSpeed` (number): Time to aim down sights.
- `adsSpreadMultiplier` (number): Spread multiplier when aiming.
- `ammoPerShot` (number)
- `ammoType` (string): Ammo type identifier.
- `armorValue` (number)
- `attachmentSlots` (array): Attachment slot definitions.
- `baseDamage` (number)
- `blockDamageReduction` (number): Damage reduction when blocking (0-1).
- `blockStaminaCost` (number): Stamina cost per blocked hit.
- `blueprintPath` (string): Blueprint asset path.
- `bounceEnabled` (boolean): Enable projectile bouncing.
- `bounceVelocityRatio` (number): Velocity retained on bounce (0-1).
- `collisionRadius` (number)
- `comboWindowTime` (number): Time window for combo input.
- `criticalMultiplier` (number): Critical hit damage multiplier.
- `damageAmount` (number)
- `damageImpulse` (number): Impulse applied on hit.
- `damageMultiplier` (number): Damage multiplier for this hitbox.
- `damagePerSecond` (number)
- `damageReduction` (number)
- `damageType` (string)
- `duration` (number)
- `effectType` (string)
- `ejectionSocketName` (string): Shell ejection socket name.
- `equipAnimationPath` (string): Path to equip animation montage.
- `fireRate` (number)
- `headshotMultiplier` (number): Headshot damage multiplier.
- `healAmount` (number)
- `hitPauseDuration` (number): Hitstop duration in seconds.
- `hitPauseTimeDilation` (number): Time dilation during hitstop.
- `hitReactionMontage` (string): Path to hit reaction montage.
- `hitReactionStunTime` (number): Stun duration on hit.
- `hitboxBoneName` (string): Bone name for hitbox.
- `hitboxSize` (object): Hitbox dimensions.
- `hitboxType` (string): Hitbox collision shape.
- `hitscanEnabled` (boolean): Enable hitscan firing.
- `homingAcceleration` (number): Homing turn rate.
- `homingEnabled` (boolean): Enable homing behavior.
- `impactDecalPath` (string): Path to impact decal.
- `impactParticlePath` (string): Path to impact particle.
- `impactSoundPath` (string): Path to impact sound.
- `infiniteAmmo` (boolean)
- `isDamageZoneHead` (boolean): Mark as headshot zone.
- `magazineSize` (number)
- `maxAmmo` (number)
- `maxComboCount` (number): Maximum combo length.
- `maxHealth` (number)
- `maxShield` (number)
- `meleeTraceEndSocket` (string): Socket for trace end.
- `meleeTraceRadius` (number): Sphere trace radius.
- `meleeTraceStartSocket` (string): Socket for trace start.
- `muzzleFlashParticlePath` (string): Path to muzzle flash particle.
- `muzzleFlashScale` (number): Muzzle flash scale.
- `muzzleSocketName` (string): Muzzle socket name.
- `muzzleSoundPath` (string): Path to firing sound.
- `name` (string): Name identifier.
- `params` (object): Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
- `parryAnimationPath` (string): Path to parry animation.
- `parryWindowEnd` (number): Parry window end time (normalized).
- `parryWindowStart` (number): Parry window start time (normalized).
- `path` (string): Directory path for asset creation.
- `projectileClass` (string): Projectile class path.
- `projectileGravityScale` (number)
- `projectileLifespan` (number)
- `projectileMeshPath` (string): Path to projectile mesh.
- `projectileSpeed` (number)
- `range` (number)
- `recoilPitch` (number): Vertical recoil (degrees).
- `recoilRecovery` (number): Recoil recovery speed.
- `recoilYaw` (number): Horizontal recoil (degrees).
- `reloadAnimationPath` (string): Path to reload animation.
- `reloadTime` (number)
- `shellEjectionForce` (number): Shell ejection impulse.
- `shellLifespan` (number): Shell casing lifetime.
- `shellMeshPath` (string): Path to shell casing mesh.
- `shieldAmount` (number)
- `shieldRegenDelay` (number)
- `shieldRegenRate` (number)
- `spread` (number)
- `spreadIncrease` (number): Spread increase per shot.
- `spreadPattern` (string): Spread pattern type.
- `spreadRecovery` (number): Spread recovery rate.
- `startingAmmo` (number)
- `switchInTime` (number): Time to equip weapon.
- `switchOutTime` (number): Time to unequip weapon.
- `traceChannel` (string): Trace channel for hitscan.
- `tracerParticlePath` (string): Path to tracer particle.
- `tracerSpeed` (number): Tracer travel speed.
- `unequipAnimationPath` (string): Path to unequip animation montage.
- `weaponMeshPath` (string): Path to weapon static/skeletal mesh.
- `weaponTrailEndSocket` (string): Trail end socket.
- `weaponTrailParticlePath` (string): Path to weapon trail particle.
- `weaponTrailStartSocket` (string): Trail start socket.

### `manage_ai` (~1574 tokens)

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.

Input parameters:

- `action` (string, required): 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)

### `manage_inventory` (~881 tokens)

Create item data assets, inventory components, world pickups, loot tables, and crafting recipes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, save, blueprintPath, itemPath, iconPath, maxStackSize, stackable, uniqueItems, enableWeight, encumberanceSystem, encumberanceThreshold, categoryPath, componentName, slotCount, maxWeight, replicated, replicationCondition, pickupPath, interactionType, prompt, respawnable, respawnTime, bobbing, rotation, glowEffect, slots, statModifiers, abilityGrants, passiveEffects, attachToSocket, lootTablePath, lootWeight, minQuantity, maxQuantity, actorPath, dropCount, dropRadius, tiers, recipePath, outputItemPath, outputQuantity, craftTime, ingredientItemPath, quantity, requiredLevel, requiredStation, stationPath, recipePaths, craftingSpeedMultiplier, stationType, defaultSocket, dropOnDeath, entryIndex, properties, params.

Input parameters:

- `abilityGrants` (boolean): Enable ability grant support when equipped.
- `action` (string, required): Inventory action to perform.
- `actorPath` (string): Path to actor Blueprint for loot drop.
- `attachToSocket` (boolean): Attach mesh to socket when equipped.
- `blueprintPath` (string): Blueprint asset path.
- `bobbing` (boolean): Enable bobbing animation.
- `categoryPath` (string): Path to item category asset.
- `componentName` (string): Name of the component.
- `craftTime` (number): Time in seconds to craft.
- `craftingSpeedMultiplier` (number)
- `defaultSocket` (string): Name of the socket.
- `dropCount` (number): Number of drops to roll.
- `dropOnDeath` (boolean)
- `dropRadius` (number): Radius for scattered drops.
- `enableWeight` (boolean)
- `encumberanceSystem` (boolean)
- `encumberanceThreshold` (number)
- `entryIndex` (number)
- `glowEffect` (boolean): Enable glow effect.
- `iconPath` (string): Path to icon texture.
- `ingredientItemPath` (string): Path to item data asset.
- `interactionType` (string): How player picks up item.
- `itemPath` (string): Path to item data asset.
- `lootTablePath` (string): Path to loot table asset.
- `lootWeight` (number): Weight for drop chance calculation.
- `maxQuantity` (number): Maximum drop quantity.
- `maxStackSize` (number)
- `maxWeight` (number)
- `minQuantity` (number): Minimum drop quantity.
- `name` (string): Name of the asset to create.
- `outputItemPath` (string): Path to item produced by recipe.
- `outputQuantity` (number): Quantity produced.
- `params` (object): Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
- `passiveEffects` (boolean): Enable passive effect support when equipped.
- `path` (string): Directory path for asset creation.
- `pickupPath` (string): Path to pickup actor Blueprint.
- `prompt` (string): Prompt text.
- `properties` (object)
- `quantity` (number)
- `recipePath` (string): Path to crafting recipe asset.
- `recipePaths` (array)
- `replicated` (boolean): Whether to replicate.
- `replicationCondition` (string): Replication condition for inventory.
- `requiredLevel` (number): Required player level.
- `requiredStation` (string): Required crafting station type.
- `respawnTime` (number): Respawn time in seconds.
- `respawnable` (boolean)
- `rotation` (boolean): Enable rotation animation.
- `save` (boolean): Save the asset(s) after the operation.
- `slotCount` (number)
- `slots` (array): Equipment slot names to configure.
- `stackable` (boolean)
- `statModifiers` (boolean): Enable stat modifier support when equipped.
- `stationPath` (string)
- `stationType` (string): Type of crafting station.
- `tiers` (array): Quality tier definitions.
- `uniqueItems` (boolean)

### `manage_interaction` (~525 tokens)

Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, folder, blueprintPath, actorName, componentName, traceType, traceDistance, traceRadius, widgetClass, showOnHover, showPromptText, promptTextFormat, doorPath, openAngle, openTime, locked, autoClose, autoCloseDelay, requiresKey, switchPath, switchType, resetTime, chestPath, lootTablePath, triggerPath, triggerShape, canToggle, params.

Input parameters:

- `action` (string, required): The interaction action to perform.
- `actorName` (string): Name of the actor.
- `autoClose` (boolean): Automatically close after opening.
- `autoCloseDelay` (number): Delay before auto-close in seconds.
- `blueprintPath` (string): Blueprint asset path.
- `canToggle` (boolean)
- `chestPath` (string): Path to chest actor blueprint.
- `componentName` (string): Name of the component.
- `doorPath` (string): Path to door actor blueprint.
- `folder` (string): Path to a directory.
- `locked` (boolean): Whether the item is locked.
- `lootTablePath` (string): Path to loot table asset.
- `name` (string): Name identifier.
- `openAngle` (number): Door open rotation angle in degrees.
- `openTime` (number): Time to open/close door in seconds.
- `params` (object): Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
- `promptTextFormat` (string): Format string for prompt (e.g., "Press {Key} to {Action}").
- `requiresKey` (boolean): Whether interaction requires a key item.
- `resetTime` (number): Time to reset switch in seconds.
- `showOnHover` (boolean): Show widget when hovering.
- `showPromptText` (boolean): Show interaction prompt text.
- `switchPath` (string): Path to switch actor blueprint.
- `switchType` (string): Type of switch.
- `traceDistance` (number): Trace distance.
- `traceRadius` (number): Trace radius.
- `traceType` (string): Type of interaction trace.
- `triggerPath` (string): Path to trigger actor blueprint.
- `triggerShape` (string): Shape of trigger volume.
- `widgetClass` (string): Widget class path.

### `manage_networking` (~2217 tokens)

Configure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, actorName, propertyName, replicated, condition, repNotifyFunc, netUpdateFrequency, minNetUpdateFrequency, netPriority, dormancy, functionName, rpcType, reliable, withValidation, ownerActorName, isAutonomousProxy, netCullDistanceSquared, useOwnerNetRelevancy, alwaysRelevant, onlyRelevantToOwner, structName, usePushModel, enablePrediction, correctionThreshold, smoothingRate, dataType, networkSmoothingMode, networkMaxSmoothUpdateDistance, networkNoSmoothUpdateDistance, maxClientRate, maxInternetClientRate, netServerMaxTickRate, role, replicateMovement, spatiallyLoaded, netLoadOnClient, replicationPolicy, customSerialization, predictionThreshold, sessionName, maxPlayers, bIsLANMatch, bAllowJoinInProgress, bAllowInvites, bUsesPresence, bUseLobbiesIfAvailable, bShouldAdvertise, interfaceType, enabled, splitScreenType, playerIndex, controllerId, serverAddress, serverPort, serverPassword, serverName, mapName, travelOptions, voiceEnabled, voiceSettings, channelName, channelType, playerName, targetPlayerId, muted, attenuationRadius, attenuationFalloff, pushToTalkEnabled, pushToTalkKey, name, path, gameModeBlueprint, parentClass, pawnClass, defaultPawnClass, playerControllerClass, gameStateClass, playerStateClass, spectatorClass, hudClass, bDelayedStart, states, numRounds, roundTime, intermissionTime, numTeams, teamSize, autoBalance, friendlyFire, teamIndex, scorePerKill, scorePerObjective, scorePerAssist, spawnSelectionMethod, respawnDelay, respawnLocation, usePlayerStarts, allowSpectating, spectatorViewMode, save, contextPath, actionPath, actionName, axisName, key, scale, shift, ctrl, alt, cmd, triggerType, modifierType, assetPath, priority, timeoutMs, can…

Input parameters:

- `action` (string, required): Networking action to perform
- `actionName` (string): Legacy input action mapping name.
- `actionPath` (string): Asset path (e.g., /Game/Path/Asset).
- `actorName` (string): Name of the actor.
- `allowSpectating` (boolean): Allow spectator mode.
- `alt` (boolean): Require Alt for a legacy action mapping.
- `alwaysRelevant` (boolean): Always relevant to all clients.
- `assetPath` (string): Asset path (e.g., /Game/Path/Asset).
- `attenuationFalloff` (number): Falloff rate for voice attenuation.
- `attenuationRadius` (number): Radius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation.
- `autoBalance` (boolean): Enable automatic team balancing.
- `axisName` (string): Legacy input axis mapping name.
- `bAllowInvites` (boolean): Allow player invites.
- `bAllowJoinInProgress` (boolean): Allow joining games in progress.
- `bDelayedStart` (boolean): Whether to delay match start.
- `bIsLANMatch` (boolean): Whether this is a LAN match.
- `bShouldAdvertise` (boolean): Advertise session publicly.
- `bUseLobbiesIfAvailable` (boolean): Use lobby system if available.
- `bUsesPresence` (boolean): Use presence for session discovery.
- `blueprintPath` (string): Blueprint asset path.
- `canRespawn` (boolean)
- `channelName` (string): Voice channel name. REQUIRED for set_voice_channel.
- `channelType` (string): Voice channel type.
- `cmd` (boolean): Require Cmd for a legacy action mapping.
- `condition` (string): Replication condition.
- `contextPath` (string): Asset path (e.g., /Game/Path/Asset).
- `controllerId` (number): Controller ID for player input. REQUIRED for add_local_player.
- `correctionThreshold` (number): Server correction threshold.
- `ctrl` (boolean): Require Ctrl for a legacy action mapping.
- `customSerialization` (boolean): Use custom serialization.
- `dataType` (string): Network prediction data type.
- `defaultPawnClass` (string): Default pawn class for GameMode.
- `dormancy` (string): Net dormancy mode.
- `enablePrediction` (boolean): Enable client-side prediction.
- `enabled` (boolean): Whether the item/feature is enabled.
- `executeTravel` (boolean)
- `forceRespawn` (boolean)
- `friendlyFire` (boolean): Enable friendly fire damage.
- `functionName` (string): Name of the function.
- `gameModeBlueprint` (string): Path to GameMode blueprint to configure.
- `gameStateClass` (string): GameState class path.
- `hudClass` (string): HUD class path.
- `interfaceType` (string): Type of session interface to use. REQUIRED for configure_session_interface.
- `intermissionTime` (number)
- `isAutonomousProxy` (boolean): Configure as autonomous proxy.
- `key` (string)
- `localPlayerNum` (number)
- `mapName` (string): Map to load for hosting. REQUIRED for host_lan_server.
- `maxClientRate` (number): Max client rate.
- `maxInternetClientRate` (number): Max internet client rate.
- `maxPlayers` (number)
- `maxRespawns` (number)
- `minNetUpdateFrequency` (number): Minimum update frequency when idle (Hz, default 2).
- `modifierType` (string)
- `muted` (boolean): Whether the item is muted.
- `name` (string): Name identifier.
- `netCullDistanceSquared` (number): Network cull distance squared.
- `netLoadOnClient` (boolean): Net load on client for replication graph.
- `netPriority` (number): Network priority for bandwidth (default 1.0).
- `netServerMaxTickRate` (number): Server max tick rate.
- `netUpdateFrequency` (number): How often actor replicates (Hz, default 100).
- `networkMaxSmoothUpdateDistance` (number): Max smooth update distance.
- `networkNoSmoothUpdateDistance` (number): No smooth update distance.
- `networkSmoothingMode` (string): Movement smoothing mode.
- `numRounds` (number)
- `numTeams` (number)
- `onlyRelevantToOwner` (boolean): Only relevant to owner.
- `ownerActorName` (string): Name of owner actor (null to clear).
- `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.
- `path` (string): Directory path for asset creation.
- `pawnClass` (string): Pawn class to use.
- `playerControllerClass` (string): PlayerController class path.
- `playerIndex` (number): Local player index. REQUIRED for remove_local_player.
- `playerName` (string): Player name for voice operations. REQUIRED for mute_player (or targetPlayerId).
- `playerStateClass` (string): PlayerState class path.
- `predictionThreshold` (number): Prediction threshold for client prediction.
- `priority` (number): Priority for input mapping context (default: 0).
- `propertyName` (string): Name of the property.
- `pushToTalkEnabled` (boolean): Enable push-to-talk mode. REQUIRED for configure_push_to_talk.
- `pushToTalkKey` (string): Key binding for push-to-talk.
- `reliable` (boolean): Whether the operation is reliable.
- `repNotifyFunc` (string): RepNotify function name.
- `replicateMovement` (boolean): Replicate movement.
- `replicated` (boolean): Whether property should be replicated.
- `replicationPolicy` (string): Replication policy for replication graph.
- `respawnDelay` (number)
- `respawnLives` (number)
- `respawnLocation` (string): Where players respawn.
- `role` (string): Net role.
- `roundTime` (number)
- `rpcType` (string): Type of RPC.
- `save` (boolean): Save the asset(s) after the operation.
- `scale` (number): Legacy input axis scale.
- `scorePerAssist` (number): Points awarded per assist.
- `scorePerDeath` (number)
- `scorePerKill` (number): Points awarded per kill.
- `scorePerObjective` (number): Points awarded per objective.
- `serverAddress` (string): Server IP address. REQUIRED for join_lan_server.
- `serverName` (string): Display name for the server.
- `serverPassword` (string): Server password for protected games.
- `serverPort` (number)
- `sessionName` (string): Name of the session.
- `shift` (boolean): Require Shift for a legacy action mapping.
- `smoothingRate` (number): Smoothing rate for corrections.
- `spatiallyLoaded` (boolean): Spatially loaded for replication graph.
- `spawnSelectionMethod` (string): How to select spawn points.
- `spectatorClass` (string): Spectator pawn class.
- `spectatorViewMode` (string): Spectator view mode.
- `splitScreenType` (string): Split-screen layout type. REQUIRED for set_split_screen_type.
- `states` (array): Match state definitions.
- `structName` (string): Name of struct for custom serialization.
- `systemWide` (boolean)
- `targetPlayerId` (string): Target player ID. REQUIRED for mute_player (or playerName).
- `teamIndex` (number): Team index for PlayerStart.
- `teamSize` (number)
- `timeoutMs` (number)
- `travelOptions` (string): Travel URL options string.
- `triggerType` (string)
- `useOwnerNetRelevancy` (boolean): Use owner relevancy.
- `usePlayerStarts` (boolean): Use PlayerStart actors.
- `usePushModel` (boolean): Use push-model replication.
- `variableName` (string): Name of the variable.
- `voiceEnabled` (boolean): Enable/disable voice chat. REQUIRED for enable_voice_chat.
- `voiceSettings` (object): Voice processing settings. REQUIRED for configure_voice_settings.
- `winScore` (number)
- `withValidation` (boolean): Enable RPC validation.

### `manage_level_structure` (~1484 tokens)

Structure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelName, levelPath, parentLevel, bCreateWorldPartition, bUseExternalActors, sublevelName, sublevelPath, streamingMethod, bShouldBeVisible, bShouldBlockOnLoad, bDisableDistanceStreaming, streamingDistance, streamingUsage, createVolume, boundsOrigin, boundsExtent, bAutoCalculateBounds, bEnableWorldPartition, gridCellSize, loadingRange, dataLayerName, bIsInitiallyVisible, bIsInitiallyLoaded, dataLayerType, actorName, actorPath, hlodLayerName, hlodLayerPath, bIsSpatiallyLoaded, cellSize, loadingDistance, volumeName, volumeLocation, volumeExtent, nodeClass, nodePosition, nodeName, sourceNodeName, sourcePinName, targetNodeName, targetPinName, levelInstanceName, levelAssetPath, instanceLocation, instanceRotation, instanceScale, packedLevelName, bPackBlueprints, bPackStaticMeshes, save, location, rotation, extent, sphereRadius, capsuleRadius, capsuleHalfHeight, boxExtent, bPainCausing, damagePerSec, bWaterVolume, fluidFriction, terminalVelocity, priority, bEnabled, reverbVolume, fadeTime, cullDistances, bUnbound, blendRadius, blendWeight, filter, volumeType, bBlockOnSlowStreaming, bounds, createIfMissing, gridName, layerType, params.

Input parameters:

- `action` (string, required): Level structure action to perform.
- `actorName` (string): Name of the actor.
- `actorPath` (string): Path to actor.
- `bAutoCalculateBounds` (boolean): Auto-calculate bounds from content.
- `bBlockOnSlowStreaming` (boolean)
- `bCreateWorldPartition` (boolean): Create with World Partition enabled.
- `bDisableDistanceStreaming` (boolean): Disable distance-based streaming.
- `bEnableWorldPartition` (boolean): Enable World Partition for level.
- `bEnabled` (boolean): Whether the audio volume is enabled.
- `bIsInitiallyLoaded` (boolean): Data layer initially loaded.
- `bIsInitiallyVisible` (boolean): Data layer initially visible.
- `bIsSpatiallyLoaded` (boolean): HLOD is spatially loaded.
- `bPackBlueprints` (boolean): Include blueprints in packed level.
- `bPackStaticMeshes` (boolean): Include static meshes in packed level.
- `bPainCausing` (boolean): Whether the volume causes pain/damage.
- `bShouldBeVisible` (boolean): Level should be visible when loaded.
- `bShouldBlockOnLoad` (boolean): Block game until level is loaded.
- `bUnbound` (boolean): Whether post process volume affects entire world.
- `bUseExternalActors` (boolean): Enable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true.
- `bWaterVolume` (boolean): Whether this is a water volume.
- `blendRadius` (number): Blend radius for post process volume.
- `blendWeight` (number): Blend weight (0.0-1.0) for post process.
- `bounds` (object)
- `boundsExtent` (object): Extent of level bounds.
- `boundsOrigin` (object): Origin of level bounds.
- `boxExtent` (object): Extent for box trigger volumes.
- `capsuleHalfHeight` (number): Half-height for capsule trigger volumes.
- `capsuleRadius` (number): Radius for capsule trigger volumes.
- `cellSize` (number): HLOD cell size.
- `createIfMissing` (boolean)
- `createVolume` (boolean): Create a streaming volume (true) or just report existing volumes (false). Default: true.
- `cullDistances` (array): Array of size/distance pairs for cull distance volumes.
- `damagePerSec` (number): Damage per second for pain volumes.
- `dataLayerName` (string): Name of the data layer.
- `dataLayerType` (string): Type of data layer.
- `extent` (object): Extent (half-size) of the volume in each axis.
- `fadeTime` (number): Fade time in seconds.
- `filter` (string): General search filter.
- `fluidFriction` (number): Fluid friction for physics volumes.
- `gridCellSize` (number): World Partition grid cell size.
- `gridName` (string)
- `hlodLayerName` (string): Name of the HLOD layer.
- `hlodLayerPath` (string): Path to HLOD layer.
- `instanceLocation` (object): Location of the level instance.
- `instanceRotation` (object): Rotation of the level instance.
- `instanceScale` (object): Scale of the level instance.
- `layerType` (string)
- `levelAssetPath` (string): Path to the level asset for instancing.
- `levelInstanceName` (string): Level instance name.
- `levelName` (string)
- `levelPath` (string): Level asset path.
- `loadingDistance` (number): HLOD loading distance.
- `loadingRange` (number): Loading range for grid cells.
- `location` (object): World location for the volume.
- `nodeClass` (string): Node class path.
- `nodeName` (string): Name of the node.
- `nodePosition` (object): Position of node in graph.
- `packedLevelName` (string): Name for the packed level actor.
- `params` (object): Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
- `parentLevel` (string): Parent level path.
- `priority` (number): Priority value.
- `reverbVolume` (number): Volume level for reverb (0.0-1.0).
- `rotation` (object): Rotation of the volume.
- `save` (boolean): Save the asset(s) after the operation.
- `sourceNodeName` (string): Source node name.
- `sourcePinName` (string): Name of the source pin.
- `sphereRadius` (number): Radius for sphere trigger volumes.
- `streamingDistance` (number): Distance/radius for streaming volume (creates ALevelStreamingVolume).
- `streamingMethod` (string): Level streaming method.
- `streamingUsage` (string): Streaming volume usage mode (default: LoadingAndVisibility).
- `sublevelName` (string): Name of the sublevel.
- `sublevelPath` (string): Level asset path.
- `targetNodeName` (string): Target node name.
- `targetPinName` (string): Name of the target pin.
- `terminalVelocity` (number): Terminal velocity in the volume.
- `volumeExtent` (object): Extent of the volume.
- `volumeLocation` (object): Location of the volume.
- `volumeName` (string): Name of the volume.
- `volumeType` (string): Type filter for get_volumes_info (e.g., "Trigger", "Physics").

## Diagnostics

Captured diagnostic sections: Provenance, Dependencies. The full working is on the page: https://verifymcp.io/servers/chir24-unreal-engine-mcp/unreal-engine-mcp-server#diagnostics

## Score history

- 2026-08-03: 57
- 2026-08-02: 56
- 2026-08-01: 17
- 2026-07-31: 17
- 2026-07-30: 41
- 2026-07-28: 18
- 2026-07-27: 41

## Links

- npm package: https://www.npmjs.com/package/unreal-engine-mcp-server
- Socket report: https://socket.dev/npm/package/unreal-engine-mcp-server
- Changelog RSS feed: https://verifymcp.io/servers/chir24-unreal-engine-mcp/unreal-engine-mcp-server/changelog.xml
- Changelog JSON feed: https://verifymcp.io/servers/chir24-unreal-engine-mcp/unreal-engine-mcp-server/changelog.json
- HTML version of this page: https://verifymcp.io/servers/chir24-unreal-engine-mcp/unreal-engine-mcp-server
