Tools

The 27 built-in Unreal MCP tools - RQL, Blueprints, C++ source, Python, screenshots and console - and example prompts for AI in the Unreal Editor.

Updated November 4, 2026 View as Markdown

This page describes what an AI agent can do in the Unreal Editor with Unreal MCP. The plugin ships 27 tools in 7 families. You rarely call a tool by name: ask in plain language and the agent picks the tool. Knowing the families helps you ask for things the agent can actually do.

For per-tool cards and parameters, browse the Unreal tools catalog.

RQL: one query language for editor data

Unreal MCP does not have one tool per editor operation. Instead, editor data goes through RQL, a query language that reads and changes actors, components, assets, levels and editor state in one call.

ToolWhat it does
rql-queryRead-only query over the live editor, with compact table results
rql-mutateA query that ends with set or call; all-or-nothing, one undo step, and a dry_run preview
rql-schemaLists sources, functions and classes; with a type, lists that type's members and methods

A few examples of what RQL looks like (the agent writes these for you):

actors | where $ is PointLight | select $ref Label Intensity
actors | where Label == "Door_01" | set Location = "(0, 0, 100)"
editor | call SpawnActor("PointLight")
console | where Verbosity == "Error"

Beyond actors and components, RQL reaches:

  • Assets and levels: create, copy, move, delete and import assets, create folders and material instances, open, create and save levels, add streaming sublevels.
  • Editor state: selection, Play In Editor state, undo history, the editor log.
  • DataTables: read and edit rows (Rows["Sword"].Damage), add, remove, rename and duplicate rows.
  • Gameplay tags: list, add, remove and rename tags.
  • Project Settings and Editor Preferences: read and change config properties, saved to the right .ini file.
  • Blueprint graphs: add function calls, variables, events, casts, branches and loops, connect pins, then call Compile().
  • Widget Blueprints: walk and edit the widget tree, add widgets and set layout.
  • User-defined structs: add, remove and rename fields.
  • Level Sequences: bind actors, add tracks and keys.

Every mutation is one editor transaction, so Ctrl+Z reverts it. The agent learns the language from the unreal-rql skill, which also lists what installed extensions add.

Example prompts:

  • "List every point light in the level with its intensity, then double the intensity of the dim ones."
  • "Spawn 20 cubes in a 5 by 4 grid, 200 units apart."
  • "Add a row Bow with Damage 7 to the DT_Weapons DataTable."
  • "Set the game default map to /Game/Maps/Arena."

Blueprint family

Blueprint authoring is Unreal's main scripting surface, and the agent gets a full feedback loop: create, edit, compile, read the errors, fix.

ToolWhat it does
blueprint-createCreate a Blueprint class from a parent class
blueprint-getSummarize a Blueprint: variables, components, functions and events, parent chain
blueprint-add-componentAdd a component to the construction script
blueprint-remove-componentRemove a component
blueprint-add-variableAdd a typed member variable
blueprint-modify-variableChange a member variable
blueprint-set-defaultSet a class-default property
blueprint-add-functionAdd a function stub
blueprint-add-eventAdd an event such as BeginPlay or Tick
blueprint-compileCompile and return a structured list of errors and warnings
blueprint-spawnPlace an instance of the Blueprint in the level

Example: "Create an Actor Blueprint BP_Door with a static mesh component and a bool variable IsOpen, compile it and place one at the origin."

Source / C++ family

ToolWhat it does
source-readRead a project C++ file, in slices
source-create-classScaffold a new C++ class (header and source)
source-updateEdit a source file
source-deleteDelete a source file
source-listList the module's source files
source-compileCompile with Live Coding when it is active, otherwise Unreal Build Tool, and return a structured error report

All file operations are limited to <Project>/Source/. Example: "Create a C++ component UHealthComponent with MaxHealth and a TakeDamage function, compile, and fix any errors."

Python family

ToolWhat it does
python-executeRun Python in the editor with the unreal module pre-imported

The last expression is returned as the result, print output comes back as logs, and errors point at the failing line. include adds helper files or folders from <Project>/.ai-game-dev/snippets, and timeout (default 30 seconds) stops a runaway script. The plugin enables Unreal's Python Editor Script Plugin; Python is editor-only and never ships in a packaged game. Blueprint graph wiring is not exposed to Python; use the Blueprint tools or RQL for that.

You can also run Python from a terminal with unreal-mcp-cli exec, see the CLI reference.

Screenshot family

ToolWhat it does
screenshot-viewportCapture the active editor viewport
screenshot-game-viewCapture the Play In Editor game view
screenshot-cameraRender from a camera actor
screenshot-isolatedRender one actor on its own

Images come back as PNG content the model can look at, 1024 pixels by default and at most 2048 per side. They need a GPU-backed editor; under -nullrhi they return an error. Example: "Take a screenshot from CameraActor_Main and tell me if the lighting looks too dark."

Console and tool list

ToolWhat it does
console-run-commandRun an Unreal console command or set a console variable
unreal-tool-listList every tool, including hidden ones, with optional filter, descriptions and inputs

Reading the log, Play In Editor state and the selection go through RQL.

Tools the agent never sees

A few system tools serve the CLI and the app and are not shown to AI agents:

  • ping: checks the plugin, bridge and server chain.
  • unreal-skill-generate: writes one SKILL.md per tool into a skills folder (default .claude/skills); the Generate skill files button uses it.
  • unreal-skill-create: generates a new C++ tool file in the plugin's editor module. It needs a source install of the plugin and an editor rebuild before the tool works.
  • editor-quit: saves and closes an editor that a CLI session started.

Prompts and resources

The plugin also ships one MCP prompt, level-design-brief (a level design brief from a theme), and two resources: unreal://project/levels (a JSON snapshot of the active world and its levels) and unreal://project/icon.

Control what the agent sees

Hide tools you do not need in the MCP Tools window, or serve only a fixed set with UNREAL_MCP_TOOLS. See Configuration. To add capabilities, install extensions or write custom tools.

Editor only

All 27 tools drive the editor. Several are powerful (rql-mutate, console-run-command, python-execute), so none of them is compiled into a packaged game. A game that opts into a runtime connection exposes only the tools it registers itself.

Tips for getting the most out of these tools are in the Unreal best practices.