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io.github.ChiR24/unreal-engine-mcp

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

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

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

How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score →

Supply Chain Security87
  • No malware found by supply-chain analysis.Pass
  • Only part of the dependency tree could be resolved (97 of 101), so this covers what we could see, not the whole tree.Partial
  • No install/post-install scripts declared.Pass
  • Only part of the dependency tree could be resolved (97 of 101), so this covers what we could see, not the whole tree. View diagnostics → Partial
Provenance & Transparency19
Schema Quality & AI Usability46
  • 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Pass
  • AI-judged instruction clarity (poor).Fail
  • Context-footprint check failed: tool/resource definitions use about 24790 tokens (~854/item across 29 items; 23 tools + 6 resources), over budget; trim descriptions and params. See how to fix → Fail
  • Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management27
  • Stability observed for 8 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage87
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 60% of tool parameters carry a description.Partial
Capabilities100
  • Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Install

Add this component to your MCP client. Where a client-specific snippet is available, pick your client below and copy it straight into your config; otherwise use the connection detail shown.

npm · unreal-engine-mcp-server

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

Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.

  • 3 Aug 26 +1

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

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

    First indexed and scored.

Diagnostics

Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.

Captured 3 Aug 2026 · Analysed npm/[email protected]

Provenance none

Ecosystem: npm · Outcome: none

Dependencies 97 packages

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

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

MCP tools — 23 exposed · ~24,727 tokens

The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability.

Tool Tokens
manage_character ~1,031

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.

NameTypeReqDescription
accelerationnumber
actionstringyesCharacter action to perform.
airControlnumber
animBlueprintPathstringPath to animation blueprint.
avoidanceEnabledbooleanEnable AI avoidance.
blueprintPathstringBlueprint asset path.
brakingDecelerationnumber
cameraUsePawnControlRotationbooleanCamera follows controller rotation.
canCrouchboolean
capsuleHalfHeightnumber
capsuleRadiusnumber
climbSpeednumber
climbableTagstringTag for climbable surfaces.
crouchSpeednumber
crouchedHalfHeightnumber
customSpeednumber
decelerationnumber
fallingLateralFrictionnumberAir friction.
flySpeednumber
footstepEnabledbooleanEnable footstep system.
footstepSocketLeftstringLeft foot socket name.
footstepSocketRightstringRight foot socket name.
footstepTraceDistancenumberGround trace distance.
grappleRangenumberMaximum grapple distance.
grappleSpeednumberGrapple pull speed.
grappleTargetTagstringTag for grapple targets.
gravityScalenumber
groundFrictionnumber
jumpHeightnumber
jumpHoldTimenumberMax hold time for variable jump.
mantleHeightnumberMaximum mantle height.
mantleReachDistancenumberForward reach for mantle check.
maxJumpCountnumber
meshOffsetobjectMesh location offset.
meshRotationobjectMesh rotation offset.
modeIdnumberCustom movement mode ID.
modeNamestringName for custom movement mode.
namestringName of the asset to create.
navAgentHeightnumber
navAgentRadiusnumber
orientToMovementbooleanOrient rotation to movement direction.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstringParent class for character blueprint.
particleScalenumber
pathstringDirectory path for asset creation.
rotationRatenumber
runSpeednumber
skeletalMeshPathstringSkeletal mesh path.
slideCooldownnumber
slideDurationnumber
slideSpeednumber
springArmLagEnabledbooleanEnable camera lag.
springArmLagSpeednumberCamera lag speed.
springArmLengthnumber
sprintSpeednumber
surfaceTypestringPhysical surface type.
swimSpeednumber
useControllerRotationPitchbooleanUse controller pitch rotation.
useControllerRotationRollbooleanUse controller roll rotation.
useControllerRotationYawbooleanUse controller yaw rotation.
vaultDepthnumberObstacle depth to check.
vaultHeightnumberMaximum vault obstacle height.
volumeMultipliernumber
walkSpeednumber
wallRunDurationnumberMaximum wall run duration.
wallRunGravityScalenumberGravity during wall run.
wallRunSpeednumberWall running speed.

No output schema declared.

No examples provided.

manage_combat ~1,578

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.

NameTypeReqDescription
actionstringyesCombat action to perform
adsEnabledbooleanEnable aim down sights.
adsFovnumberFOV when aiming.
adsSpeednumberTime to aim down sights.
adsSpreadMultipliernumberSpread multiplier when aiming.
ammoPerShotnumber
ammoTypestringAmmo type identifier.
armorValuenumber
attachmentSlotsarrayAttachment slot definitions.
baseDamagenumber
blockDamageReductionnumberDamage reduction when blocking (0-1).
blockStaminaCostnumberStamina cost per blocked hit.
blueprintPathstringBlueprint asset path.
bounceEnabledbooleanEnable projectile bouncing.
bounceVelocityRationumberVelocity retained on bounce (0-1).
collisionRadiusnumber
comboWindowTimenumberTime window for combo input.
criticalMultipliernumberCritical hit damage multiplier.
damageAmountnumber
damageImpulsenumberImpulse applied on hit.
damageMultipliernumberDamage multiplier for this hitbox.
damagePerSecondnumber
damageReductionnumber
damageTypestring
durationnumber
effectTypestring
ejectionSocketNamestringShell ejection socket name.
equipAnimationPathstringPath to equip animation montage.
fireRatenumber
headshotMultipliernumberHeadshot damage multiplier.
healAmountnumber
hitPauseDurationnumberHitstop duration in seconds.
hitPauseTimeDilationnumberTime dilation during hitstop.
hitReactionMontagestringPath to hit reaction montage.
hitReactionStunTimenumberStun duration on hit.
hitboxBoneNamestringBone name for hitbox.
hitboxSizeobjectHitbox dimensions.
hitboxTypestringHitbox collision shape.
hitscanEnabledbooleanEnable hitscan firing.
homingAccelerationnumberHoming turn rate.
homingEnabledbooleanEnable homing behavior.
impactDecalPathstringPath to impact decal.
impactParticlePathstringPath to impact particle.
impactSoundPathstringPath to impact sound.
infiniteAmmoboolean
isDamageZoneHeadbooleanMark as headshot zone.
magazineSizenumber
maxAmmonumber
maxComboCountnumberMaximum combo length.
maxHealthnumber
maxShieldnumber
meleeTraceEndSocketstringSocket for trace end.
meleeTraceRadiusnumberSphere trace radius.
meleeTraceStartSocketstringSocket for trace start.
muzzleFlashParticlePathstringPath to muzzle flash particle.
muzzleFlashScalenumberMuzzle flash scale.
muzzleSocketNamestringMuzzle socket name.
muzzleSoundPathstringPath to firing sound.
namestringName identifier.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parryAnimationPathstringPath to parry animation.
parryWindowEndnumberParry window end time (normalized).
parryWindowStartnumberParry window start time (normalized).
pathstringDirectory path for asset creation.
projectileClassstringProjectile class path.
projectileGravityScalenumber
projectileLifespannumber
projectileMeshPathstringPath to projectile mesh.
projectileSpeednumber
rangenumber
recoilPitchnumberVertical recoil (degrees).
recoilRecoverynumberRecoil recovery speed.
recoilYawnumberHorizontal recoil (degrees).
reloadAnimationPathstringPath to reload animation.
reloadTimenumber
shellEjectionForcenumberShell ejection impulse.
shellLifespannumberShell casing lifetime.
shellMeshPathstringPath to shell casing mesh.
shieldAmountnumber
shieldRegenDelaynumber
shieldRegenRatenumber
spreadnumber
spreadIncreasenumberSpread increase per shot.
spreadPatternstringSpread pattern type.
spreadRecoverynumberSpread recovery rate.
startingAmmonumber
switchInTimenumberTime to equip weapon.
switchOutTimenumberTime to unequip weapon.
traceChannelstringTrace channel for hitscan.
tracerParticlePathstringPath to tracer particle.
tracerSpeednumberTracer travel speed.
unequipAnimationPathstringPath to unequip animation montage.
weaponMeshPathstringPath to weapon static/skeletal mesh.
weaponTrailEndSocketstringTrail end socket.
weaponTrailParticlePathstringPath to weapon trail particle.
weaponTrailStartSocketstringTrail start socket.

No output schema declared.

No examples provided.

manage_effect ~1,061

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.

NameTypeReqDescription
accelerationobject3D location (x, y, z).
actionstringyesEffect/Niagara action to perform.
actorNamestringName of the actor.
alignmentstring
assetPathstringAsset path (e.g., /Game/Path/Asset).
attachToActorstringName of the actor.
autoConnectboolean
burstCountnumber
burstTimenumber
cameraOffsetnumber
collisionModestring
colorRGBA color as an array [r,g,b,a] or object {r,g,b,a} depending on action.
colorModestring
deltaTimenumber
densitynumber
deterministicEnabledboolean
dieOnCollisionboolean
durationnumber
emitterstring
emitterNamestring
emitterPathstringAsset path (e.g., /Game/Path/Asset).
emitterPropertiesobject
eventNamestringName of the event.
eventPayloadarrayNiagara event payload attributes to expose.
eventSpawnCountnumber
eventTypestring
extinctionnumber
facingModestring
filterstring
fixedBoundsEnabledboolean
forceStrengthnumber
forceTypestring
forceVectorobject3D location (x, y, z).
frictionnumber
intensitynumber
killConditionstring
lifetimenumber
lightRadiusnumber
lightTypestring
locationobject3D location (x, y, z).
massnumber
materialPathstringMaterial asset path.
meshPathstringMesh asset path.
modulePathstringAsset path (e.g., /Game/Path/Asset).
namestringName identifier.
nodeIdstringID of the node.
parameterNamestringName of the parameter.
parameterTypestring
parameterValueGeneric value (any type).
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstringDirectory path for asset creation.
presetstring
radiusnumber
resetboolean
restitutionnumber
saveboolean
savePathstringPath to save the asset.
scatteringnumber
scriptTypestring
shapestring
shapeTypestring
sizeModestring
sourceBindingstring
spawnOnEventboolean
spawnPerUnitnumber
spawnRatenumber
stageIterationSourcestring
stageNamestring
stepsinteger
systemstringAsset path (e.g., /Game/Path/Asset).
systemNamestring
systemPathstringAsset path (e.g., /Game/Path/Asset).
timeoutMsnumber
uniformSizenumber
valueGeneric value (any type).
velocityobject3D location (x, y, z).
velocityModestring

No output schema declared.

No examples provided.

manage_gas ~1,037

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.

NameTypeReqDescription
abilityPathstringPath to ability asset.
abilityTagsarrayGameplay tags for this ability.
actionstringyesGAS action to perform.
activationBlockedTagsarrayTags that block activation of this ability.
activationPolicystringWhen the ability activates.
activationRequiredTagsarrayTags required to activate this ability.
aoeRadiusnumberArea of effect radius.
applicationRequiredTagsarrayTags required to apply this effect.
assetPathstringAsset path (e.g., /Game/Path/Asset).
attributeNamestringName of the attribute.
attributeSetPathstringPath to Attribute Set asset.
attributeTypestringPredefined attribute type or Custom.
baseValuenumberBase value for attribute.
blockAbilitiesWithTagarrayTags of abilities blocked while this is active.
blueprintPathstringBlueprint asset path.
calculationClassstringUGameplayEffectExecutionCalculation class path.
cameraShakePathstringPath to camera shake asset.
cancelAbilitiesWithTagarrayTags of abilities to cancel when this activates.
clampModestringAttribute clamping mode.
componentNamestringName of the component.
cooldownEffectPathstringPath to cooldown Gameplay Effect.
costEffectPathstringPath to cost Gameplay Effect.
cuePathstringPath to Gameplay Cue asset.
cueTagstringGameplay Cue tag (e.g., GameplayCue.Damage.Fire).
cueTypestringType of gameplay cue notify.
decalPathstringPath to decal material.
defaultValueGeneric value (any type).
durationnumberDuration in seconds.
durationTypestringEffect duration type.
effectPathstringPath to effect asset.
grantedTagsarrayTags granted while effect is active.
immunityTagsarrayTags that block this effect.
instancingPolicystringHow the ability is instanced.
magnitudeCalculationTypestringHow magnitude is calculated.
maxValuenumberMaximum value for clamping.
minValuenumberMinimum value for clamping.
modifierIndexnumber
modifierMagnitudenumberMagnitude of the modifier.
modifierOperationstringModifier operation on attribute.
namestringName of the asset to create.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
particleSystemPathstringPath to particle system.
pathstringDirectory path for asset creation.
periodnumberPeriod for periodic effects.
removalTagsarrayTags that cause effect removal.
replicationModestringASC replication mode.
setByCallerTagstringTag for SetByCaller magnitude.
soundPathstringSound asset path.
stackDurationRefreshPolicystringWhen to refresh stack duration.
stackExpirationPolicystringWhat happens when stack expires.
stackLimitCountnumberMaximum stack count.
stackPeriodResetPolicystringWhen to reset stack period.
stackingTypestringStacking type for effect.
tagNamestringName of the tag.
targetAttributestringTarget attribute for modifier.
targetRangenumberMaximum targeting range.
targetingModestringTargeting mode for ability.
taskTypestringType of ability task to add.
triggerTypestringWhen the cue triggers.

No output schema declared.

No examples provided.

manage_geometry ~1,250

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.

NameTypeReqDescription
actionstringyesGeometry action to perform
actorNamestringName of the actor.
amountnumberGeneric amount for operations (bevel size, inset distance, etc.).
anglenumberAngle in degrees.
assetPathstringAsset path (e.g., /Game/Path/Asset).
axisstringAxis for deformation operations.
capboolean
centerobject3D location (x, y, z).
collisionTypestringCollision complexity type.
computeWeightedNormalsbooleanUse area-weighted normals.
countnumber
depthnumberDepth value.
depthSegmentsnumberSegments along depth.
dimensionsobject3D dimensions (width, height, depth).
distancenumberDistance value.
hardEdgeAnglenumberAngle threshold for hard edges (degrees).
heightnumberHeight value.
heightScalenumberTexture displacement height scale.
heightSegmentsnumberSegments along height.
hullCountnumberNumber of convex hulls for decomposition.
hullPrecisionnumberPrecision for convex hull generation (0-1).
innerRadiusnumberInner radius for torus.
iterationsnumberNumber of iterations for smooth, remesh.
keepInsideboolean
keepToolboolean
latticeResolutionnumberControl lattice resolution for lattice deformation.
locationobject3D location (x, y, z).
lodCountnumberNumber of LOD levels to generate.
lodIndexnumberSpecific LOD index to configure.
maxHullCountnumberMaximum hull count for complex collision generation.
maxHullVertsnumberMaximum vertices per hull for complex collision generation.
maxVerticesPerHullnumberMaximum vertices per convex hull.
midpointnumberTexture luminance midpoint for displacement.
namestringName identifier.
numRingsnumberNumber of rings for sphere, torus.
numSidesnumberNumber of sides for cylinder, cone, etc.
numStepsnumberNumber of steps for stairs.
numTurnsnumberNumber of turns for spiral.
offsetobject3D location (x, y, z).
outputPathstringOutput file or directory path.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
pathstringPath to a directory.
positionobject3D location (x, y, z).
radialSegmentsnumberRadial segments for circular shapes.
radiusnumberRadius value.
recomputeNormalsboolean
recomputeTangentsboolean
reductionPercentnumberPercent of triangles to reduce per LOD.
rotationobject3D rotation (pitch, yaw, roll).
scaleobject3D scale (x, y, z).
screenSizesarrayArray of screen sizes for each LOD.
segmentsnumberNumber of segments for bevel, subdivide.
simplificationFactornumberCollision simplification factor.
splineActorNamestringName of the actor.
stepDepthnumberDepth of each stair step.
stepHeightnumberHeight of each stair step.
stepWidthnumberWidth of each stair step.
stepsnumber
strengthnumberStrength or weight.
targetActorstringName of the actor.
targetEdgeLengthnumberTarget edge length for remeshing.
targetHullCountnumberTarget hull count for collision simplification.
targetTriangleCountnumberTarget triangle count for simplification.
texturePathstringTexture asset path.
toolActorstringName of the actor.
trianglePercentnumberPercent of triangles to keep for LOD reduction.
trimActorNamestringName of the actor.
uvChannelnumberUV channel index (0-7).
uvOffsetobjectUV offset.
uvScaleobjectUV scale.
weightnumberWeight for lattice deformation.
weldDistancenumberDistance threshold for vertex welding.
widthnumberWidth value.
widthSegmentsnumberSegments along width.

No output schema declared.

No examples provided.

manage_interaction ~525

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.

NameTypeReqDescription
actionstringyesThe interaction action to perform.
actorNamestringName of the actor.
autoClosebooleanAutomatically close after opening.
autoCloseDelaynumberDelay before auto-close in seconds.
blueprintPathstringBlueprint asset path.
canToggleboolean
chestPathstringPath to chest actor blueprint.
componentNamestringName of the component.
doorPathstringPath to door actor blueprint.
folderstringPath to a directory.
lockedbooleanWhether the item is locked.
lootTablePathstringPath to loot table asset.
namestringName identifier.
openAnglenumberDoor open rotation angle in degrees.
openTimenumberTime to open/close door in seconds.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
promptTextFormatstringFormat string for prompt (e.g., "Press {Key} to {Action}").
requiresKeybooleanWhether interaction requires a key item.
resetTimenumberTime to reset switch in seconds.
showOnHoverbooleanShow widget when hovering.
showPromptTextbooleanShow interaction prompt text.
switchPathstringPath to switch actor blueprint.
switchTypestringType of switch.
traceDistancenumberTrace distance.
traceRadiusnumberTrace radius.
traceTypestringType of interaction trace.
triggerPathstringPath to trigger actor blueprint.
triggerShapestringShape of trigger volume.
widgetClassstringWidget class path.

No output schema declared.

No examples provided.

manage_inventory ~881

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.

NameTypeReqDescription
abilityGrantsbooleanEnable ability grant support when equipped.
actionstringyesInventory action to perform.
actorPathstringPath to actor Blueprint for loot drop.
attachToSocketbooleanAttach mesh to socket when equipped.
blueprintPathstringBlueprint asset path.
bobbingbooleanEnable bobbing animation.
categoryPathstringPath to item category asset.
componentNamestringName of the component.
craftTimenumberTime in seconds to craft.
craftingSpeedMultipliernumber
defaultSocketstringName of the socket.
dropCountnumberNumber of drops to roll.
dropOnDeathboolean
dropRadiusnumberRadius for scattered drops.
enableWeightboolean
encumberanceSystemboolean
encumberanceThresholdnumber
entryIndexnumber
glowEffectbooleanEnable glow effect.
iconPathstringPath to icon texture.
ingredientItemPathstringPath to item data asset.
interactionTypestringHow player picks up item.
itemPathstringPath to item data asset.
lootTablePathstringPath to loot table asset.
lootWeightnumberWeight for drop chance calculation.
maxQuantitynumberMaximum drop quantity.
maxStackSizenumber
maxWeightnumber
minQuantitynumberMinimum drop quantity.
namestringName of the asset to create.
outputItemPathstringPath to item produced by recipe.
outputQuantitynumberQuantity produced.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
passiveEffectsbooleanEnable passive effect support when equipped.
pathstringDirectory path for asset creation.
pickupPathstringPath to pickup actor Blueprint.
promptstringPrompt text.
propertiesobject
quantitynumber
recipePathstringPath to crafting recipe asset.
recipePathsarray
replicatedbooleanWhether to replicate.
replicationConditionstringReplication condition for inventory.
requiredLevelnumberRequired player level.
requiredStationstringRequired crafting station type.
respawnTimenumberRespawn time in seconds.
respawnableboolean
rotationbooleanEnable rotation animation.
savebooleanSave the asset(s) after the operation.
slotCountnumber
slotsarrayEquipment slot names to configure.
stackableboolean
statModifiersbooleanEnable stat modifier support when equipped.
stationPathstring
stationTypestringType of crafting station.
tiersarrayQuality tier definitions.
uniqueItemsboolean

No output schema declared.

No examples provided.

manage_level ~561

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.

NameTypeReqDescription
actionstringyesAction
assetPathstringAsset path (e.g., /Game/Path/Asset).
colorarrayRGBA color as an array [r, g, b, a].
destinationPathstringDestination path for move/copy.
exportPathstringExport file path.
intensitynumber
levelNamestring
levelPathstringLevel asset path.
levelPathsarray
lightTypestringLight type. Accepts short names (Point), class names (PointLight), or lowercase (point).
locationobject3D location (x, y, z).
metadataobject
namestringName identifier.
newNamestring
overwritebooleanOverwrite if the asset/file already exists.
packagePathstringPath to a directory.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentLevelstringParent level path.
parentPathstringPath to a directory.
pathstringDirectory path for asset creation.
qualitystring
rotationobject3D rotation (pitch, yaw, roll).
saveDirtyPackagesboolean
savePathstringPath to save the asset.
shouldBeLoadedboolean
shouldBeVisibleboolean
sourcePathstringSource path for import/move/copy.
streamingboolean
streamingMethodstring
subLevelPathstringLevel asset path.
sublevelPathstringLevel asset path.
targetPathstringPath to a directory.
templatestring
timeoutMsnumber
useWorldPartitionboolean

No output schema declared.

No examples provided.

manage_level_structure ~1,484

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.

NameTypeReqDescription
actionstringyesLevel structure action to perform.
actorNamestringName of the actor.
actorPathstringPath to actor.
bAutoCalculateBoundsbooleanAuto-calculate bounds from content.
bBlockOnSlowStreamingboolean
bCreateWorldPartitionbooleanCreate with World Partition enabled.
bDisableDistanceStreamingbooleanDisable distance-based streaming.
bEnableWorldPartitionbooleanEnable World Partition for level.
bEnabledbooleanWhether the audio volume is enabled.
bIsInitiallyLoadedbooleanData layer initially loaded.
bIsInitiallyVisiblebooleanData layer initially visible.
bIsSpatiallyLoadedbooleanHLOD is spatially loaded.
bPackBlueprintsbooleanInclude blueprints in packed level.
bPackStaticMeshesbooleanInclude static meshes in packed level.
bPainCausingbooleanWhether the volume causes pain/damage.
bShouldBeVisiblebooleanLevel should be visible when loaded.
bShouldBlockOnLoadbooleanBlock game until level is loaded.
bUnboundbooleanWhether post process volume affects entire world.
bUseExternalActorsbooleanEnable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true.
bWaterVolumebooleanWhether this is a water volume.
blendRadiusnumberBlend radius for post process volume.
blendWeightnumberBlend weight (0.0-1.0) for post process.
boundsobject
boundsExtentobjectExtent of level bounds.
boundsOriginobjectOrigin of level bounds.
boxExtentobjectExtent for box trigger volumes.
capsuleHalfHeightnumberHalf-height for capsule trigger volumes.
capsuleRadiusnumberRadius for capsule trigger volumes.
cellSizenumberHLOD cell size.
createIfMissingboolean
createVolumebooleanCreate a streaming volume (true) or just report existing volumes (false). Default: true.
cullDistancesarrayArray of size/distance pairs for cull distance volumes.
damagePerSecnumberDamage per second for pain volumes.
dataLayerNamestringName of the data layer.
dataLayerTypestringType of data layer.
extentobjectExtent (half-size) of the volume in each axis.
fadeTimenumberFade time in seconds.
filterstringGeneral search filter.
fluidFrictionnumberFluid friction for physics volumes.
gridCellSizenumberWorld Partition grid cell size.
gridNamestring
hlodLayerNamestringName of the HLOD layer.
hlodLayerPathstringPath to HLOD layer.
instanceLocationobjectLocation of the level instance.
instanceRotationobjectRotation of the level instance.
instanceScaleobjectScale of the level instance.
layerTypestring
levelAssetPathstringPath to the level asset for instancing.
levelInstanceNamestringLevel instance name.
levelNamestring
levelPathstringLevel asset path.
loadingDistancenumberHLOD loading distance.
loadingRangenumberLoading range for grid cells.
locationobjectWorld location for the volume.
nodeClassstringNode class path.
nodeNamestringName of the node.
nodePositionobjectPosition of node in graph.
packedLevelNamestringName for the packed level actor.
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentLevelstringParent level path.
prioritynumberPriority value.
reverbVolumenumberVolume level for reverb (0.0-1.0).
rotationobjectRotation of the volume.
savebooleanSave the asset(s) after the operation.
sourceNodeNamestringSource node name.
sourcePinNamestringName of the source pin.
sphereRadiusnumberRadius for sphere trigger volumes.
streamingDistancenumberDistance/radius for streaming volume (creates ALevelStreamingVolume).
streamingMethodstringLevel streaming method.
streamingUsagestringStreaming volume usage mode (default: LoadingAndVisibility).
sublevelNamestringName of the sublevel.
sublevelPathstringLevel asset path.
targetNodeNamestringTarget node name.
targetPinNamestringName of the target pin.
terminalVelocitynumberTerminal velocity in the volume.
volumeExtentobjectExtent of the volume.
volumeLocationobjectLocation of the volume.
volumeNamestringName of the volume.
volumeTypestringType filter for get_volumes_info (e.g., "Trigger", "Physics").

No output schema declared.

No examples provided.

manage_networking ~2,217

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…

NameTypeReqDescription
actionstringyesNetworking action to perform
actionNamestringLegacy input action mapping name.
actionPathstringAsset path (e.g., /Game/Path/Asset).
actorNamestringName of the actor.
allowSpectatingbooleanAllow spectator mode.
altbooleanRequire Alt for a legacy action mapping.
alwaysRelevantbooleanAlways relevant to all clients.
assetPathstringAsset path (e.g., /Game/Path/Asset).
attenuationFalloffnumberFalloff rate for voice attenuation.
attenuationRadiusnumberRadius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation.
autoBalancebooleanEnable automatic team balancing.
axisNamestringLegacy input axis mapping name.
bAllowInvitesbooleanAllow player invites.
bAllowJoinInProgressbooleanAllow joining games in progress.
bDelayedStartbooleanWhether to delay match start.
bIsLANMatchbooleanWhether this is a LAN match.
bShouldAdvertisebooleanAdvertise session publicly.
bUseLobbiesIfAvailablebooleanUse lobby system if available.
bUsesPresencebooleanUse presence for session discovery.
blueprintPathstringBlueprint asset path.
canRespawnboolean
channelNamestringVoice channel name. REQUIRED for set_voice_channel.
channelTypestringVoice channel type.
cmdbooleanRequire Cmd for a legacy action mapping.
conditionstringReplication condition.
contextPathstringAsset path (e.g., /Game/Path/Asset).
controllerIdnumberController ID for player input. REQUIRED for add_local_player.
correctionThresholdnumberServer correction threshold.
ctrlbooleanRequire Ctrl for a legacy action mapping.
customSerializationbooleanUse custom serialization.
dataTypestringNetwork prediction data type.
defaultPawnClassstringDefault pawn class for GameMode.
dormancystringNet dormancy mode.
enablePredictionbooleanEnable client-side prediction.
enabledbooleanWhether the item/feature is enabled.
executeTravelboolean
forceRespawnboolean
friendlyFirebooleanEnable friendly fire damage.
functionNamestringName of the function.
gameModeBlueprintstringPath to GameMode blueprint to configure.
gameStateClassstringGameState class path.
hudClassstringHUD class path.
interfaceTypestringType of session interface to use. REQUIRED for configure_session_interface.
intermissionTimenumber
isAutonomousProxybooleanConfigure as autonomous proxy.
keystring
localPlayerNumnumber
mapNamestringMap to load for hosting. REQUIRED for host_lan_server.
maxClientRatenumberMax client rate.
maxInternetClientRatenumberMax internet client rate.
maxPlayersnumber
maxRespawnsnumber
minNetUpdateFrequencynumberMinimum update frequency when idle (Hz, default 2).
modifierTypestring
mutedbooleanWhether the item is muted.
namestringName identifier.
netCullDistanceSquarednumberNetwork cull distance squared.
netLoadOnClientbooleanNet load on client for replication graph.
netPrioritynumberNetwork priority for bandwidth (default 1.0).
netServerMaxTickRatenumberServer max tick rate.
netUpdateFrequencynumberHow often actor replicates (Hz, default 100).
networkMaxSmoothUpdateDistancenumberMax smooth update distance.
networkNoSmoothUpdateDistancenumberNo smooth update distance.
networkSmoothingModestringMovement smoothing mode.
numRoundsnumber
numTeamsnumber
onlyRelevantToOwnerbooleanOnly relevant to owner.
ownerActorNamestringName of owner actor (null to clear).
paramsobjectOptional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.
parentClassstringPath or name of the parent class.
pathstringDirectory path for asset creation.
pawnClassstringPawn class to use.
playerControllerClassstringPlayerController class path.
playerIndexnumberLocal player index. REQUIRED for remove_local_player.
playerNamestringPlayer name for voice operations. REQUIRED for mute_player (or targetPlayerId).
playerStateClassstringPlayerState class path.
predictionThresholdnumberPrediction threshold for client prediction.
prioritynumberPriority for input mapping context (default: 0).
propertyNamestringName of the property.
pushToTalkEnabledbooleanEnable push-to-talk mode. REQUIRED for configure_push_to_talk.
pushToTalkKeystringKey binding for push-to-talk.
reliablebooleanWhether the operation is reliable.
repNotifyFuncstringRepNotify function name.
replicateMovementbooleanReplicate movement.
replicatedbooleanWhether property should be replicated.
replicationPolicystringReplication policy for replication graph.
respawnDelaynumber
respawnLivesnumber
respawnLocationstringWhere players respawn.
rolestringNet role.
roundTimenumber
rpcTypestringType of RPC.
savebooleanSave the asset(s) after the operation.
scalenumberLegacy input axis scale.
scorePerAssistnumberPoints awarded per assist.
scorePerDeathnumber
scorePerKillnumberPoints awarded per kill.
scorePerObjectivenumberPoints awarded per objective.
serverAddressstringServer IP address. REQUIRED for join_lan_server.
serverNamestringDisplay name for the server.
serverPasswordstringServer password for protected games.
serverPortnumber
sessionNamestringName of the session.
shiftbooleanRequire Shift for a legacy action mapping.
smoothingRatenumberSmoothing rate for corrections.
spatiallyLoadedbooleanSpatially loaded for replication graph.
spawnSelectionMethodstringHow to select spawn points.
spectatorClassstringSpectator pawn class.
spectatorViewModestringSpectator view mode.
splitScreenTypestringSplit-screen layout type. REQUIRED for set_split_screen_type.
statesarrayMatch state definitions.
structNamestringName of struct for custom serialization.
systemWideboolean
targetPlayerIdstringTarget player ID. REQUIRED for mute_player (or playerName).
teamIndexnumberTeam index for PlayerStart.
teamSizenumber
timeoutMsnumber
travelOptionsstringTravel URL options string.
triggerTypestring
useOwnerNetRelevancybooleanUse owner relevancy.
usePlayerStartsbooleanUse PlayerStart actors.
usePushModelbooleanUse push-model replication.
variableNamestringName of the variable.
voiceEnabledbooleanEnable/disable voice chat. REQUIRED for enable_voice_chat.
voiceSettingsobjectVoice processing settings. REQUIRED for configure_voice_settings.
winScorenumber
withValidationbooleanEnable RPC validation.

No output schema declared.

No examples provided.