Spawn an actor from a class path (native or Blueprint), with optional name, location, rotation, or parent.
classPath*stringnamestringlocationVectorrotationRotatorparentActorRef
Actors & components, the Blueprint authoring surface with a compile feedback loop, C++ source tooling, and viewport capture.
Spawn, find, modify actors & components
Spawn an actor from a class path (native or Blueprint), with optional name, location, rotation, or parent.
classPath*stringnamestringlocationVectorrotationRotatorparentActorRefDestroy an actor in the level.
actor*ActorRefDuplicate an existing actor.
actor*ActorRefcountintFind actors in the level, with scoped reads via paths or a view query.
pathsstring[]viewQuerystringWrite actor FProperty values, including the transform.
actor*ActorRefpatch*objectAttach an actor to a parent actor.
actor*ActorRefparent*ActorRefAdd a component to an actor.
actor*ActorRefcomponentClass*stringDestroy a component on an actor.
component*ComponentRefRead a component's serialized data.
component*ComponentRefModify a component's properties.
component*ComponentRefpatch*objectList available UActorComponent classes (paginated).
querystringpageintRead any UObject by path.
path*stringModify any UObject by path.
path*stringpatch*objectClasses, variables, functions, compile
Create a new Blueprint class from a parent UClass path.
parentClass*stringpath*stringReturn a graph summary for LLM inspection — variables, components, functions, events, and the parent chain.
path*stringAdd a component to a Blueprint via the Simple Construction Script.
path*stringcomponentClass*stringnamestringRemove an SCS component from a Blueprint.
path*stringname*stringAdd a typed member variable to a Blueprint.
path*stringname*stringtype*stringModify a member variable on a Blueprint.
path*stringname*stringpatch*objectEdit a CDO (class-default) property on a Blueprint.
path*stringproperty*stringvalue*objectAdd a function stub to a Blueprint with entry and result nodes wired.
path*stringname*stringAdd or bind an event stub (BeginPlay, Tick, input, …) on a Blueprint.
path*stringevent*stringCompile the Blueprint and return a structured error and warning list — the AI feedback loop.
path*stringInstance the Blueprint into the current level.
path*stringlocationVectorContent Browser · materials · import
Search the AssetRegistry by name, class, path, or tags.
querystringclassstringpathstringRead an asset's data, with scoped reads supported.
path*stringCreate a Content folder.
path*stringCopy an asset to a new path.
fromPath*stringtoPath*stringMove or rename an asset.
fromPath*stringtoPath*stringDelete an asset.
path*stringRescan asset paths so newly added files are indexed.
pathsstring[]Create a Material Instance from a parent material.
parent*stringpath*stringSet scalar, vector, or texture parameters on a material instance.
path*stringpatch*objectRead material graph and parameter info (the "shader" analog).
path*stringImport FBX or textures via an AssetImportTask.
sourceFile*stringdestinationPath*stringPIE · selection · console · UFunctions
Read editor application state, including Play-In-Editor status.
Start, stop, or pause Play-In-Editor.
state*enum<Play|Stop|Pause>Read the current editor selection.
Set the editor selection.
actors*ActorRef[]Read recent editor logs from the LogCollector ring buffer.
minSeverityenum<Log|Warning|Error>limitintClear the captured-log ring buffer.
Run a console command or set a CVar.
command*stringDiscover callable UFunctions, returning invocation schemas.
query*stringInvoke a UFunction — static or instance, including CallInEditor functions.
function*stringargsobject[]Create, open, save, stream sublevels
Create a new level.
path*stringOpen a level for editing.
path*stringSave the level, with save-as via an optional path.
pathstringReturn an actor-tree snapshot of a level, with scoped reads.
pathstringList persistent and streaming sublevels (World-Partition aware, read-only).
Set the current/active level.
path*stringUnload a streaming sublevel.
path*stringRead, scaffold, edit & compile C++
Read a project C++ source file (sliced).
path*stringScaffold a new C++ class — header and cpp from templates.
name*stringparentClassstringEdit a project C++ source file.
path*stringcontents*stringDelete a project C++ source file.
path*stringList module source files.
modulestringCompile project C++ — Live Coding when active, else UBT — with a structured error report.
Viewport · game view · camera renders
Capture the active editor viewport as a PNG.
widthintheightintCapture the PIE / game view as a PNG.
widthintheightintRender from a resolved camera actor via a USceneCaptureComponent2D.
camera*ActorRefRender an actor in isolation using a transient SceneCapture2D and show-only list.
actor*ActorRefLiveness probe across the MCP chain
Liveness probe — round-trips the plugin ⇄ sidecar ⇄ server chain.
Inspect Control Rig rigs, controls, bones
Extension · AI ControlRig · unreal-mcp-cli install-extension com.ivanmurzak.unreal-ai-control-rig <UEProject>
List every Control Rig blueprint (UControlRigBlueprint) asset in the project via the Asset Registry, without loading any. Optional content-path prefix filter.
Needs the AI ControlRig extension installed.
pathPrefixstringInspect a single Control Rig blueprint asset (read-only) and report its rig element hierarchy and per-type counts.
Needs the AI ControlRig extension installed.
path*stringList the control elements of a Control Rig blueprint (read-only), each with its control type (Float, Transform, Bool, …).
Needs the AI ControlRig extension installed.
path*stringList the bone elements of a Control Rig blueprint (read-only), each with its immediate parent bone.
Needs the AI ControlRig extension installed.
path*stringInspect the Control Rig component of an actor in the active editor world (read-only), looked up by its label.
Needs the AI ControlRig extension installed.
actorName*stringAuthor Input Actions & Mapping Contexts
Extension · AI Enhanced Input · unreal-mcp-cli install-extension com.ivanmurzak.unreal-ai-enhanced-input <UEProject>
List every Enhanced Input asset in the project (Asset Registry; no asset loaded): Input Actions and Mapping Contexts.
Needs the AI Enhanced Input extension installed.
Inspect a single Enhanced Input asset (read-only): a UInputAction's value type, or a UInputMappingContext's key→action mappings.
Needs the AI Enhanced Input extension installed.
path*stringCreate a UInputAction asset (value type Boolean / Axis1D / Axis2D / Axis3D) at a content path.
Needs the AI Enhanced Input extension installed.
path*stringvalueType*enum<Boolean|Axis1D|Axis2D|Axis3D>Create a UInputMappingContext asset at a content path.
Needs the AI Enhanced Input extension installed.
path*stringAdd a key → action mapping to a UInputMappingContext.
Needs the AI Enhanced Input extension installed.
contextPath*stringactionPath*stringkey*stringAbilities, effects, attribute sets, grant
Extension · AI GAS · unreal-mcp-cli install-extension com.ivanmurzak.unreal-ai-gas <UEProject>
List every Gameplay Ability class (UGameplayAbility subclass — native C++ and Blueprint) via the Asset Registry, without loading any. Optional class-path prefix filter.
Needs the AI GAS extension installed.
pathPrefixstringList every Gameplay Effect class (UGameplayEffect subclass — native and Blueprint) via the Asset Registry, without loading any.
Needs the AI GAS extension installed.
pathPrefixstringList every Attribute Set class (UAttributeSet subclass — native and Blueprint) via the Asset Registry, without loading any.
Needs the AI GAS extension installed.
pathPrefixstringInspect a single Gameplay Ability class (read-only): ability/cancel/block tags, cost and cooldown Gameplay Effect classes, and instancing policy.
Needs the AI GAS extension installed.
path*stringGrant a Gameplay Ability to a named actor's AbilitySystemComponent in the active editor world (the actor must already own one).
Needs the AI GAS extension installed.
actorName*stringabilityPath*stringInspect landscapes, water bodies & zones
Extension · AI Landscape · unreal-mcp-cli install-extension com.ivanmurzak.unreal-ai-landscape <UEProject>
List every Landscape actor / proxy in the active editor world (read-only): class, whether it is the primary ALandscape vs a streaming proxy, and component count.
Inspect a single Landscape actor by name (read-only): section layout, component count, landscape material, and paint layers.
Needs the AI Landscape extension installed.
actorName*stringList every Water body actor in the active editor world (read-only): its type (River / Lake / Ocean / Custom) and spline-point count.
Inspect a single Water body by name (read-only): type, spline-point count, water material, and owning water zone.
Needs the AI Landscape extension installed.
actorName*stringList every Water zone actor in the active editor world (read-only): world location and 2D zone extent.
List/inspect systems · spawn components
Extension · AI Niagara · unreal-mcp-cli install-extension com.ivanmurzak.unreal-ai-niagara <UEProject>
List every Niagara system asset in the project (Asset Registry; no asset loaded).
Inspect a single Niagara system (read-only): emitter count plus per-emitter name and enabled flag.
Needs the AI Niagara extension installed.
path*stringSpawn a Niagara component for a system into the editor world at a location.
Needs the AI Niagara extension installed.
path*stringlocationVectorProcedural graphs · components · generate
Extension · AI PCG · unreal-mcp-cli install-extension com.ivanmurzak.unreal-ai-pcg <UEProject>
List every PCG graph (UPCGGraph) asset in the project via the Asset Registry, without loading any. Optional content-path prefix filter.
Needs the AI PCG extension installed.
pathPrefixstringInspect a single PCG graph asset (read-only) and report its nodes.
Needs the AI PCG extension installed.
path*stringAdd a UPCGComponent to a named actor in the active editor world, optionally bound to a PCG graph asset.
Needs the AI PCG extension installed.
actorName*stringgraphPathstringInspect the UPCGComponent on a named actor in the active editor world (read-only): its bound graph and generation state.
Needs the AI PCG extension installed.
actorName*stringTrigger PCG generation (refresh) on the UPCGComponent of a named actor in the active editor world.
Needs the AI PCG extension installed.
actorName*string