Drive Unreal Engine 5.7 from any MCP client — 143 editor-automation tools (inspect, author, render) over a local TCP socket.
Drift inferred · capture-to-capture
No drift recorded — single capability capture; advisories appear once its surface changes.
tools
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add_audio_track
Add a master audio track + sound section to a Level Sequence.
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add_blueprint_function
Add a new empty function graph to an existing UBlueprint.
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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.
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add_blueprint_variable
Add a typed member variable (bool/int/float/string/name/vector/rotator/transform/object) to an existing UBlueprint.
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add_camera_cut_track
Add (or reuse) the camera-cut track and bind a camera over a [start, end] frame range.
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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).
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add_component
Attach a component (UActorComponent / USceneComponent subclass) to an existing actor at runtime, optionally socketed.
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add_material_expression
Create a UMaterialExpression node inside an existing UMaterial's graph, then recompile the material.
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add_visibility_track
Add an actor-visibility track that keys an actor shown/hidden over time (inverted bHidden).
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apply_python_to_selection
Run a Python snippet with the editor's current selection bound as actors / assets.
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bind_actor_to_sequence
Add a level actor as a possessable binding to a Level Sequence.
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compile_blueprint
Recompile a Blueprint asset and report errors.
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configure_texture
Adjust SRGB / compression / LOD group / filter on an existing texture asset.
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connect_blueprint_pins
Wire two pins (exec or data) between nodes by GUID + pin name, via the schema-validated UEdGraphSchema_K2::TryCreateConnection.
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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.
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create_blueprint
Create a new UBlueprint asset under /Game/ from a parent class (default /Script/Engine.Actor).
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create_data_asset
Create a new UDataAsset (or subclass) asset from a UDataAsset subclass path.
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create_data_table
Create a new UDataTable asset whose rows conform to a given row UScriptStruct.
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create_material_instance
Create a UMaterialInstanceConstant asset with a parent material set.
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create_sequence
Create a new empty Level Sequence asset with a configured display rate and playback range.
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delete_actor
Remove an actor by name. Force flag overrides children-attached safety check.
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delete_asset
Delete an asset; refuses if referenced by other packages unless force=true.
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duplicate_actor
Clone an existing level actor (label or FName), optionally offset and relabel. Undoable (single Ctrl+Z).
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duplicate_asset
Copy an asset to a new path.
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edit_widget_tree
Mutate the tree: set_root / add_child / set_property. Solves the EUW WidgetTree blocker.
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exec_python_persistent
Persistent Python session — variables defined in one call survive into the next.
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execute_unreal_python
Universal escape hatch — run arbitrary unreal.* Python in the editor's interpreter. Multi-line scripts work.
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find_assets
Query the asset registry by class + path + name.
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fix_up_redirectors
Resolve all object redirectors under a folder.
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get_actors_in_level
Name / class / transform of every actor; optional case-insensitive substring filter.
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get_project_summary
Project name, engine version, enabled plugins, asset count.
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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.
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inspect_anim_blueprint
Read variables and state machines of an Animation Blueprint.
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inspect_anim_montage
Read sections, slots, and notify tracks of an UAnimMontage.
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inspect_asset
Class, tags, dependencies, referencers, on-disk size.
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inspect_blueprint
Variables, function/event graphs, parent class of any Blueprint asset.
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inspect_curve
UCurveBase channel layout (1ch UCurveFloat / 4ch UCurveLinearColor / 3ch UCurveVector), per-channel name + key count + per-channel + global time/value range.
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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.
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inspect_landscape
Components, layers, and material info for a landscape actor.
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inspect_material
List parameter names declared by a UMaterial or UMaterialInstance (scalar/vector/texture/static-switch).
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inspect_material_instance
Read a material instance's parent + currently-overridden parameter values.
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inspect_niagara_system
Emitters and exposed user parameters of a Niagara system.
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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_
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inspect_sequence
Read structure of a Level Sequence: tracks, sections, bindings, frame rate, playback range.
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inspect_skeletal_mesh
LODs, materials, sockets, skeleton info for a USkeletalMesh.
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inspect_static_mesh
LODs, materials, collision, bounds for a UStaticMesh.
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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
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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
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inspect_widget_tree
Read the widget hierarchy of a UWidgetBlueprint or EUW (the thing UE Python can't do).
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move_asset
Move an asset to a different folder; UE creates a redirector at the source path.
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rename_asset
Change an asset's leaf name in place; UE creates a redirector at the old name.
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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).
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reset_python_state
Wipe the persistent session's globals.
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run_python_file
Execute a .py file from disk in the editor's Python interpreter.
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set_actor_property
Mutate any UPROPERTY on an actor. Supports primitives, FName/FText, vectors, rotators, colors, enums, and TSoftObjectPtr.
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set_actor_transform
Move / rotate / scale an existing actor by name. Absolute or relative mode.
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set_blueprint_node_pin_default
Set a literal or object default on an input pin (verified by read-back).
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set_mi_parameter
Override a scalar/vector/texture parameter on a material instance. Type discriminator picks value shape.
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set_sequence_playback_range
Set a Level Sequence's playback start/end (display-rate frames).
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spawn_actor
Create an actor at a location with optional rotation, label, and initial properties. Class path supports built-ins and Blueprints.
last analysis: too-large
No code evidence — the analyzed source reached for no tracked permissions, tools, or hooks.