github not analyzable

NAJEMWEHBE/unreal-ai-connection

github

Drive Unreal Engine 5.7 from any MCP client — 143 editor-automation tools (inspect, author, render) over a local TCP socket.

maintainer
NAJEMWEHBE
license
MIT
first seen
2026-06-04
last seen
2026-06-13
releases · 30d
1
short id

Drift inferred · capture-to-capture

No drift recorded — single capability capture; advisories appear once its surface changes.

capabilities 60 tools
transport stdio counts 60 tools · 0 res · 0 prompts permission surface via README inference

tools

  • add_audio_track

    Add a master audio track + sound section to a Level Sequence.

  • add_blueprint_function

    Add a new empty function graph to an existing UBlueprint.

  • add_blueprint_node

    Add a K2 node (call_function / variable_get / variable_set / branch) to a Blueprint event or function graph; returns the new node's GUID + pins.

  • add_blueprint_variable

    Add a typed member variable (bool/int/float/string/name/vector/rotator/transform/object) to an existing UBlueprint.

  • add_camera_cut_track

    Add (or reuse) the camera-cut track and bind a camera over a [start, end] frame range.

  • add_cine_camera_to_sequence

    Spawn an ACineCameraActor and add it as a possessable binding; returns the binding GUID (feed it to add_camera_cut_track).

  • add_component

    Attach a component (UActorComponent / USceneComponent subclass) to an existing actor at runtime, optionally socketed.

  • add_material_expression

    Create a UMaterialExpression node inside an existing UMaterial's graph, then recompile the material.

  • add_visibility_track

    Add an actor-visibility track that keys an actor shown/hidden over time (inverted bHidden).

  • apply_python_to_selection

    Run a Python snippet with the editor's current selection bound as actors / assets.

  • bind_actor_to_sequence

    Add a level actor as a possessable binding to a Level Sequence.

  • compile_blueprint

    Recompile a Blueprint asset and report errors.

  • configure_texture

    Adjust SRGB / compression / LOD group / filter on an existing texture asset.

  • connect_blueprint_pins

    Wire two pins (exec or data) between nodes by GUID + pin name, via the schema-validated UEdGraphSchema_K2::TryCreateConnection.

  • connect_material_expression

    Wire an expression's output to a material property input (property:BaseColor) or another expression's input (node:<ExprName>:<InputName>), then recompile.

  • create_blueprint

    Create a new UBlueprint asset under /Game/ from a parent class (default /Script/Engine.Actor).

  • create_data_asset

    Create a new UDataAsset (or subclass) asset from a UDataAsset subclass path.

  • create_data_table

    Create a new UDataTable asset whose rows conform to a given row UScriptStruct.

  • create_material_instance

    Create a UMaterialInstanceConstant asset with a parent material set.

  • create_sequence

    Create a new empty Level Sequence asset with a configured display rate and playback range.

  • delete_actor

    Remove an actor by name. Force flag overrides children-attached safety check.

  • delete_asset

    Delete an asset; refuses if referenced by other packages unless force=true.

  • duplicate_actor

    Clone an existing level actor (label or FName), optionally offset and relabel. Undoable (single Ctrl+Z).

  • duplicate_asset

    Copy an asset to a new path.

  • edit_widget_tree

    Mutate the tree: set_root / add_child / set_property. Solves the EUW WidgetTree blocker.

  • exec_python_persistent

    Persistent Python session — variables defined in one call survive into the next.

  • execute_unreal_python

    Universal escape hatch — run arbitrary unreal.* Python in the editor's interpreter. Multi-line scripts work.

  • find_assets

    Query the asset registry by class + path + name.

  • fix_up_redirectors

    Resolve all object redirectors under a folder.

  • get_actors_in_level

    Name / class / transform of every actor; optional case-insensitive substring filter.

  • get_project_summary

    Project name, engine version, enabled plugins, asset count.

  • import_texture

    Bring an image file (PNG / JPG / EXR / TGA / BMP / HDR) from disk into the project as a UTexture2D asset via UE's canonical import path.

  • inspect_anim_blueprint

    Read variables and state machines of an Animation Blueprint.

  • inspect_anim_montage

    Read sections, slots, and notify tracks of an UAnimMontage.

  • inspect_asset

    Class, tags, dependencies, referencers, on-disk size.

  • inspect_blueprint

    Variables, function/event graphs, parent class of any Blueprint asset.

  • inspect_curve

    UCurveBase channel layout (1ch UCurveFloat / 4ch UCurveLinearColor / 3ch UCurveVector), per-channel name + key count + per-channel + global time/value range.

  • inspect_data_table

    RowStruct identity, sorted row names, per-property name+type for every FProperty on the row struct, plus client-strip / ignore-extra/missing-fields flags.

  • inspect_landscape

    Components, layers, and material info for a landscape actor.

  • inspect_material

    List parameter names declared by a UMaterial or UMaterialInstance (scalar/vector/texture/static-switch).

  • inspect_material_instance

    Read a material instance's parent + currently-overridden parameter values.

  • inspect_niagara_system

    Emitters and exposed user parameters of a Niagara system.

  • inspect_physics_asset

    Body setups (one per simulated bone), constraint setups (joints between bodies), bounds-bodies subset, named physical-animation + constraint profiles. Cross-links to inspect_skeletal_mesh via preview_

  • inspect_sequence

    Read structure of a Level Sequence: tracks, sections, bindings, frame rate, playback range.

  • inspect_skeletal_mesh

    LODs, materials, sockets, skeleton info for a USkeletalMesh.

  • inspect_static_mesh

    LODs, materials, collision, bounds for a UStaticMesh.

  • inspect_texture

    Texture class, surface dimensions, sRGB, compression, filter, LOD group, mip-gen, virtual-texture / never-stream flags, composite-texture cross-link. UTexture2D-specific size / mips / pixel format / i

  • inspect_widget_blueprint

    Widget-BP-specific surface: animations, delegate bindings, palette category, inherited named slots, property-binding count, blueprint compile status. Pairs with inspect_blueprint + inspect_widget_tree

  • inspect_widget_tree

    Read the widget hierarchy of a UWidgetBlueprint or EUW (the thing UE Python can't do).

  • move_asset

    Move an asset to a different folder; UE creates a redirector at the source path.

  • rename_asset

    Change an asset's leaf name in place; UE creates a redirector at the old name.

  • render_sequence_mrq

    Async-render a Level Sequence (optional map override) to PNG / JPG / BMP / EXR via Movie Render Queue; returns a task_id (completion via poll_task).

  • reset_python_state

    Wipe the persistent session's globals.

  • run_python_file

    Execute a .py file from disk in the editor's Python interpreter.

  • set_actor_property

    Mutate any UPROPERTY on an actor. Supports primitives, FName/FText, vectors, rotators, colors, enums, and TSoftObjectPtr.

  • set_actor_transform

    Move / rotate / scale an existing actor by name. Absolute or relative mode.

  • set_blueprint_node_pin_default

    Set a literal or object default on an input pin (verified by read-back).

  • set_mi_parameter

    Override a scalar/vector/texture parameter on a material instance. Type discriminator picks value shape.

  • set_sequence_playback_range

    Set a Level Sequence's playback start/end (display-rate frames).

  • spawn_actor

    Create an actor at a location with optional rotation, label, and initial properties. Class path supports built-ins and Blueprints.

code evidence vv0.9.1 · github-tarball
evidence-backed findings quoted directly from the published source artifact — not inferred

last analysis: too-large

No code evidence — the analyzed source reached for no tracked permissions, tools, or hooks.