Every tool. Every system.
615 commands across 21 systems. Everything the plugin exposes to your MCP client, listed in one place.
Niagara
108 toolsFull FX system control. Emitters, modules, scratch pad, simulation stages, renderers, custom HLSL, parameter wiring, validation.
validate_niagara_stackScan a Niagara system's full stack for issues (the per-module warnings/errors the editor shows)
fix_niagara_stack_issueApply a stack issue's fix (the editor's "Fix issue" button), one issue or all auto-fixes
list_niagara_asset_typesList standalone Niagara data/utility asset types creatable via create_niagara_asset
create_niagara_assetCreate a standalone Niagara data/utility asset
add_niagara_parameter_collection_parameterAdd a named parameter (with optional default value) to a parameter collection
create_niagara_systemCreate a new Niagara particle system
get_niagara_system_infoGet full info about a Niagara system
list_niagara_systemsList Niagara system assets
delete_niagara_systemDelete a Niagara system asset
compile_niagara_systemCompile a Niagara system
compile_niagara_scriptCompile a standalone Niagara script (module / dynamic input / function)
apply_niagara_scriptApply a standalone Niagara script's edits to the asset (editor Apply button)
get_niagara_emittersList emitters in a Niagara system
create_niagara_emitterCreate a standalone Niagara emitter asset
add_niagara_emitterAdd an emitter to a Niagara system
remove_niagara_emitterRemove an emitter from a Niagara system
set_niagara_emitter_propertySet a property on an emitter
duplicate_niagara_emitterDuplicate an emitter within a system
reorder_niagara_emitterMove an emitter to a new position
get_niagara_modulesList modules in an emitter's stack
add_niagara_moduleAdd a module to an emitter's stack
remove_niagara_moduleRemove a module from an emitter's stack
set_niagara_module_enabledEnable or disable a module
reorder_niagara_moduleMove a module to a new position in stack
get_niagara_module_inputsGet input parameters for a module (keyword + top-N)
set_niagara_module_inputSet an input value on a module
set_niagara_dynamic_inputSet a dynamic input on a module
set_niagara_curveSet a curve on a module input
set_niagara_stack_valueSet any module input value via the stack (local/enum/linked/hlsl/dynamic_input/data_interface/reset)
get_niagara_stack_valueRead a module input's current value and kind (round-trips to set_niagara_stack_value)
get_niagara_user_parametersGet user-exposed parameters
add_niagara_user_parameterAdd a user parameter to a system
set_niagara_user_parameterSet a user parameter value
remove_niagara_user_parameterRemove a user parameter from a system
link_niagara_parameterLink a module input to a parameter
add_niagara_rendererAdd a renderer to an emitter
remove_niagara_rendererRemove a renderer from an emitter
get_niagara_renderer_infoGet renderer properties and bindings
set_niagara_renderer_propertySet a property on a renderer
set_niagara_renderer_bindingBind a renderer slot to a particle attribute
create_niagara_scratch_pad_moduleCreate a scratch pad module on a system
set_niagara_scratch_pad_hlslSet HLSL code on a scratch pad module
create_niagara_module_assetCreate a standalone Niagara script asset (module / dynamic input / function)
add_niagara_event_handlerAdd an event handler to an emitter
add_niagara_simulation_stageAdd a simulation stage to an emitter
get_niagara_event_handlersList event handlers on an emitter
spawn_niagara_effectSpawn a Niagara effect in the level
control_niagara_effectControl a spawned Niagara effect
add_niagara_componentAdd a Niagara component to an actor
get_niagara_actorsList Niagara effect actors in the level
list_niagara_modulesList available Niagara modules
list_niagara_emitter_templatesList available emitter templates
list_niagara_data_interfacesList Niagara data interface types
list_niagara_parameter_typesList Niagara parameter types by scope
get_niagara_emitter_attributesGet attributes available on an emitter
get_niagara_renderer_propertiesList editable properties on a renderer with current values
set_niagara_system_propertySet a system-level property via reflection
get_niagara_rapid_iteration_parametersGet actual module input values (spawn rate, colors, forces, etc.)
set_niagara_rapid_iteration_parameterSet a module input value (spawn rate, color, force, size, etc.)
get_niagara_system_errorsGet compilation errors and warnings for a Niagara system
get_niagara_particle_statsGet live particle counts and emitter execution state
set_niagara_playback_rangeSet the timeline playback range in the Niagara editor
get_niagara_playback_rangeGet the current playback range and frame rate settings
get_niagara_module_versionsCheck for outdated modules in an emitter
export_niagaraExport a full Niagara System / Script / Emitter as reflection-grounded JSON
get_niagara_graph_nodesIntrospect every node inside a Niagara graph
get_niagara_node_infoDeep inspect a single Niagara node by index, class, or GUID
trace_niagara_connectionBFS trace of connections upstream or downstream from a node
validate_niagara_graphClassify orphaned, dead-end, and missing-input nodes in a Niagara graph
apply_niagara_scratch_padApply scratch pad changes in an open Niagara System (Apply Scratch button)
apply_and_save_niagara_scratch_padApply a scratch pad module's edit-copy and save the asset (Apply & Save button)
list_niagara_scratch_pad_modulesList all scratch pad modules on a Niagara System
delete_niagara_scratch_pad_moduleDelete a scratch pad module from a Niagara System
duplicate_niagara_scratch_pad_moduleDuplicate a scratch pad module with a new name
rename_niagara_scratch_pad_moduleRename a scratch pad module
get_niagara_script_propertiesRead the details-panel properties of a Niagara script
set_niagara_script_propertiesBatch-set details-panel properties on a Niagara script
list_niagara_script_parametersList input + output parameters of a Niagara script
add_niagara_script_parameterAdd an input or output parameter to a Niagara script
remove_niagara_script_parameterRemove a named input or output parameter, cascades to Map Get/Set pins
rename_niagara_script_parameterRename a script parameter in-place across asset and edit-copy graphs
add_niagara_graph_nodeCreate a new node inside a Niagara graph
delete_niagara_graph_nodeDelete a node from a Niagara graph
build_niagara_graphBuild a whole Niagara graph at once, many nodes + connections in one call
add_niagara_custom_hlsl_inputAdd an input pin to a Custom HLSL node
add_niagara_custom_hlsl_outputAdd an output pin to a Custom HLSL node
rename_niagara_custom_hlsl_pinRename a Custom HLSL pin (also rewrites {PinName} references in the HLSL body)
remove_niagara_custom_hlsl_pinRemove a pin from a Custom HLSL node
add_niagara_map_get_pinAdd a typed output pin to the first ParameterMapGet node in a scratch pad graph
add_niagara_map_set_pinAdd a typed input pin to the first ParameterMapSet node in a scratch pad graph
add_niagara_node_pinAdd a pin to any UNiagaraNodeWithDynamicPins-derived node
rename_niagara_node_pinRename a pin on a dynamic-pin node
remove_niagara_node_pinRemove a dynamic pin from any node in a scratch pad graph
connect_niagara_pinsWire one node's output pin to another node's input pin inside a scratch pad graph
disconnect_niagara_pinsBreak a pin connection in a scratch pad graph
list_niagara_node_typesEnumerate Niagara node classes available for spawning
get_niagara_node_type_infoGet pin schema for a node class or script asset
search_niagara_functionsFind Niagara script assets by usage + name filter
get_niagara_schema_actionsSearch the full Niagara node palette (the right-click menu) by keyword + category
describe_niagara_typeGeneric type query, handles registered Niagara types AND raw UEnums/UScriptStructs
get_niagara_data_interface_schemaWalk a UNiagaraDataInterface class default object and return its editable property schema
list_niagara_available_parametersList available Niagara parameters (Engine.*, Particles.*, Emitter.*, User.*)
get_niagara_module_input_bindingResolve the actual binding of each module input, Default / Local / Linked / Dynamic / Data
clear_niagara_module_inputReset a module input to its default (including nested paths like 'Spawn Count.Position Array')
list_niagara_input_source_menuReproduce the stack-UI source dropdown for a specific input
find_niagara_scratch_pad_usageFind where a scratch pad script is referenced across all emitter/system graphs
resolve_niagara_built_in_dynamic_inputDiscover built-in dynamic-input script paths via AssetRegistry (replaces hardcoded guesses)
list_niagara_data_interface_functionsEnumerate member functions on a Niagara data interface class
PCG
100 toolsProcedural Content Generation. Graphs, nodes, edges, runtime generation, partition inspection, compute sources, subgraphs, validation.
create_pcg_graphCreate a new empty PCG Graph asset
create_pcg_graph_instanceCreate a PCG Graph Instance bound to a parent graph
create_pcg_builder_settingsCreate a new PCG Builder Settings asset
create_pcg_compute_sourceCreate a new PCG Compute Source asset
get_pcg_compute_sourceRead the HLSL source and AdditionalSources of a PCG Compute Source asset
set_pcg_compute_sourceWrite the HLSL source text on a PCG Compute Source asset
add_pcg_compute_source_additionalAppend a UComputeSource to a PCG Compute Source's AdditionalSources
remove_pcg_compute_source_additionalRemove an entry from a PCG Compute Source's AdditionalSources
list_pcg_compute_sourcesList all UPCGComputeSource assets via Asset Registry
list_pcg_kernel_typesList EPCGKernelType enum values for the Custom HLSL node
list_pcg_templatesList PCG Graph assets marked as templates
create_pcg_graph_from_templateCreate a new PCG Graph by duplicating a template
search_pcg_nodesSearch PCG node types (UPCGSettings subclasses) by name or category
list_pcg_node_categoriesList EPCGSettingsType category values for search_pcg_nodes
list_pcg_advanced_nodesList PCG nodes with advanced or preconfigured-only behavior
list_pcg_node_preconfigured_variantsList preconfigured variants for a PCG settings class
get_pcg_node_type_infoGet full schema for a PCG node type
get_pcg_property_valid_valuesGet valid values for a PCG settings property (enums, attribute pickers, extractors)
read_pcg_graphRead a PCG graph at a chosen verbosity
get_pcg_nodeGet full info on one PCG node
get_pcg_node_connectionsGet pin-by-pin connections for one node
trace_pcg_connectionTrace reachable nodes from a starting node
get_pcg_graph_parametersEnumerate UserParameters on a PCG graph
get_pcg_graph_propertiesList editable UPROPERTYs on the UPCGGraph asset
set_pcg_graph_propertySet a graph-level UPROPERTY on the UPCGGraph (HiGen, landscape, cosmetic)
add_pcg_nodeAdd a node to a PCG graph
delete_pcg_nodeDelete a node from a PCG graph
connect_pcg_pinsConnect two PCG pins (add edge)
build_pcg_graphAtomically build a PCG graph (nodes + edges + auto-layout) in one call
disconnect_pcg_pinRemove all edges from one pin
disconnect_pcg_edgeRemove a specific edge
set_pcg_node_propertySet a property on a node's UPCGSettings
set_pcg_node_positionMove a node
set_pcg_node_commentSet a node's comment string
add_pcg_dynamic_input_pinAdd a dynamic input pin
remove_pcg_dynamic_input_pinRemove a dynamic input pin
add_pcg_graph_parameterAdd a graph-level user parameter
remove_pcg_graph_parameterRemove a graph parameter
rename_pcg_graph_parameterRename a graph parameter
set_pcg_graph_parameter_valueSet a graph parameter's default value
set_pcg_graph_parameter_typeChange a graph parameter's type
set_pcg_subgraph_targetRe-target a subgraph node
get_pcg_subgraph_overridesList subgraph parameter overrides
set_pcg_subgraph_overrideOverride a subgraph parameter
reset_pcg_subgraph_overrideReset a subgraph parameter to default
validate_pcg_graphValidate a PCG graph
get_pcg_graph_errorsRead cached graph validation findings
layout_pcg_graphAuto-layout the graph
add_pcg_commentAttach a comment to the graph
force_regen_pcg_componentsGenerate() all components bound to a graph
cancel_pcg_generationCancelGeneration() on all components
pause_pcg_regenToggle UPCGComponent::bActivated for a graph
set_pcg_node_property_pathSet a nested PCG node property via dotted path with [N] indexers
get_pcg_node_propertyRead a nested PCG node property value
list_pcg_node_property_pathsDiscover nested property paths on a PCG node
add_pcg_node_property_array_elementAppend or insert an element into a PCG node TArray property
remove_pcg_node_property_array_elementRemove an element from a PCG node TArray property
set_pcg_node_property_classReplace an instanced FObjectProperty with a NewObject of a specified class
set_pcg_custom_hlsl_kernel_typeSwitch a Custom HLSL node's kernel type (mirrors the engine's SetKernelType)
set_pcg_static_mesh_spawner_meshesSet a Static Mesh Spawner's weighted mesh list in one call
pcg_generate_componentCall UPCGComponent::Generate on the named actor
pcg_cleanup_componentCall UPCGComponent::Cleanup on the named actor
pcg_generate_localCall UPCGComponent::GenerateLocal(Trigger, bForce, Grid)
pcg_cleanup_localCall UPCGComponent::CleanupLocal(bRemoveComponents)
pcg_cleanup_local_immediateCall UPCGComponent::CleanupLocalImmediate, synchronous, no delayed tasks
pcg_cancel_component_generationCall UPCGComponent::CancelGeneration on the named actor
pcg_set_component_graphCall UPCGComponent::SetGraph to assign a PCG graph to a component
pcg_get_generated_outputRead the last generated FPCGDataCollection from a component
pcg_clear_pcg_linkCall UPCGComponent::ClearPCGLink, detach generated content into a standalone actor
pcg_is_partitionedCheck whether a UPCGComponent is partitioned
pcg_list_partition_actorsList APCGPartitionActors in the world, optionally filtered by an original PCG component
pcg_get_partition_actor_infoGet detailed info on one APCGPartitionActor by name
pcg_aggregate_partition_outputAggregate generated output across all partition actors of a partitioned PCG component
pcg_schedule_graphSchedule a PCG graph for async execution against a component as execution source
pcg_schedule_componentSchedule a PCG component's own graph for async execution
pcg_schedule_cleanupSchedule cleanup of a PCG component's graph
pcg_schedule_refreshRefresh a PCG component on the current or next frame (editor only)
pcg_generate_all_componentsGenerate every registered PCG component in the world (editor only)
pcg_cleanup_all_componentsCleanup every registered PCG component in the world (editor only)
pcg_refresh_runtime_gen_sourcesRefresh all GenerateAtRuntime PCG execution sources
pcg_dirty_runtime_gen_sourcesMark all runtime-gen PCG execution sources as dirty (5.8+ only)
pcg_refresh_all_components_filteredRefresh PCG components matching a filter predicate (editor only)
pcg_flush_cacheFlush PCG results cache and compiled-graph cache
pcg_runtime_generation_refreshClean up and re-generate all runtime-gen PCG components including partition actors
pcg_refresh_pcg_runtime_componentRefresh a single GenerateAtRuntime PCG component (optionally flushing cache first)
pcg_build_landscape_cacheBuild the PCG landscape cache for the current world
pcg_clear_landscape_cacheClear the PCG landscape cache for the current world
pcg_is_inspectingCheck whether per-node inspection is enabled on a UPCGComponent
pcg_enable_node_inspectionEnable per-node inspection on a UPCGComponent
pcg_disable_node_inspectionDisable per-node inspection on a UPCGComponent
pcg_was_node_executedCheck whether a node's task executed during the last generation
pcg_has_node_produced_dataCheck whether a node produced data in the last execution
pcg_get_node_inactive_pin_maskGet the bitmask of output pins deactivated by dynamic branching
pcg_did_node_trigger_gpu_to_cpu_readbackCheck whether a node triggered a GPU->CPU readback during last execution
pcg_did_node_trigger_cpu_to_gpu_uploadCheck whether a node triggered a CPU->GPU upload during last execution
pcg_node_applied_data_overridesCheck whether data overrides were applied to a node during last execution
pcg_inspect_node_outputInspect a node's output data collection (compact, AI-friendly summary)
pcg_inspect_partition_node_outputInspect a node's output across ALL partition cells of a partitioned PCG component
pcg_list_executed_nodesList all nodes executed during last generation (compact)
pcg_clear_inspection_dataClear cached inspection data on a UPCGComponent
Materials
51 toolsMaterial graphs, instances, functions, function instances, material layers, and parameter collections. Build expressions, connect pins, set parameters, trace connections, validate, and apply materials to actors.
create_materialCreate a new Material
create_material_instanceCreate a Material Instance
build_material_graphBuild complete node graph in one atomic call
get_material_infoInspect material properties, parameters, textures
set_material_propertiesBulk-set material properties
recompile_materialForce recompile and save
apply_materialApply edits to the asset (clicks the editor's Apply button)
get_material_errorsGet material compilation errors
add_material_commentsAdd comment boxes to material graph
get_material_graph_nodesRead graph nodes with verbosity control
get_material_expression_infoInspect one material expression node with its available pins
get_material_property_connectionsShow which material outputs (BaseColor, etc.) are connected
add_material_expressionAdd a material expression node
connect_material_expressionsConnect two material expression nodes
delete_material_expressionDelete a material expression by index
set_material_expression_propertySet a property on a material expression
move_material_expressionMove a material expression node
duplicate_material_expressionDuplicate a material expression
layout_material_graphAuto-layout the material graph (data-flow, right-to-left)
layout_material_expressionsAuto-layout all material expressions (alias of layout_material_graph)
layout_material_function_graphAuto-layout a Material Function graph (data-flow, right-to-left)
get_material_instance_parametersGet all parameters of a material instance
set_material_instance_parameterSet a parameter on a material instance
set_material_instance_parentReparent a material instance
clear_material_instance_parameterClear a parameter override (revert to parent)
list_material_expression_typesList available material expression types
get_expression_type_infoLook up pins & properties for a node type
get_available_material_pinsQuery available material output pins
disconnect_material_expressionDisconnect a specific input pin
search_material_functionsFind Material Functions by name
validate_material_graphDiagnose orphaned, dead-end, and unconnected nodes
trace_material_connectionTrace upstream/downstream from a node
cleanup_material_graphDelete orphaned/dead-end nodes
create_material_functionCreate a new Material Function asset
create_material_function_instanceCreate a Material Function Instance
set_material_function_instance_parameterOverride a parameter on a Material Function Instance
get_material_function_instance_parametersRead overrides on a Material Function Instance
set_material_layersSet the material attribute layer stack (base or instance)
get_material_layersRead the material attribute layer stack
get_material_function_infoInspect a Material Function
build_material_function_graphBuild complete MF node graph in one call
add_material_function_inputAdd a FunctionInput pin
add_material_function_outputAdd a FunctionOutput pin
set_material_function_inputModify an existing FunctionInput
set_material_function_outputModify an existing FunctionOutput
validate_material_functionValidate a Material Function
cleanup_material_functionCleanup orphaned nodes in a Material Function
create_material_parameter_collectionCreate a Material Parameter Collection
set_material_parameter_collection_parameterAdd or update an MPC scalar/vector entry
get_material_parameter_collectionList all entries of a Material Parameter Collection
delete_material_parameter_collection_parameterRemove an entry from a Material Parameter Collection
StateTree
42 toolsAuthor StateTree assets. States, transitions, tasks, evaluators, conditions, global tasks, parameters, bindings, compilation.
get_statetree_infoGet StateTree overview (schema, counts)
export_statetreeExport a StateTree to a complete self-contained JSON file
get_statetree_statesGet state hierarchy tree
get_statetree_stateGet detailed info for a single state
get_statetree_evaluatorsGet global evaluators with properties
get_statetree_global_tasksGet global tasks with properties
get_statetree_parametersGet tree-level parameters
get_statetree_nodeGet detailed info for a single node by GUID
get_statetree_bindingsGet property bindings with full path details
get_statetree_full_infoGet complete StateTree data in one call
search_statetree_nodesSearch for nodes by class name or category
create_statetreeCreate a new StateTree asset
add_statetree_stateAdd a state to the tree
add_statetree_taskAdd a task to a state
add_statetree_evaluatorAdd a global evaluator
add_statetree_global_taskAdd a global task
add_statetree_conditionAdd a condition to state enter or transition
add_statetree_considerationAdd a utility consideration to a state
add_statetree_transitionAdd a transition to a state
add_statetree_parameterAdd a tree-level parameter
set_statetree_parameterSet the value of an existing tree-level parameter
set_statetree_state_propertySet a property on a state
set_statetree_node_propertySet a property on a task/evaluator/condition
set_statetree_transition_propertySet a property on a transition
set_statetree_schemaChange the schema of a StateTree
set_statetree_component_treeAssign a StateTree asset to a StateTree component (placed actor or Blueprint)
add_statetree_bindingAdd a property binding between nodes / tree parameters
bind_statetree_delegateBind a delegate dispatcher to a listener
bind_statetree_task_completionBind a listener to a task's completion (UE 5.8+)
set_statetree_colorAdd or update a theme color
remove_statetree_stateRemove a state and its children
remove_statetree_nodeRemove a task/evaluator/condition by GUID
remove_statetree_transitionRemove a transition from a state
remove_statetree_bindingRemove a property binding
remove_statetree_parameterRemove a tree-level parameter
compile_statetreeCompile a StateTree and return errors
list_statetree_node_typesList available task/evaluator/condition types
get_statetree_binding_sourcesList valid binding sources for a node (context/params/functions)
search_statetree_propertiesDeep type-aware property search across a node's binding sources
list_statetree_schemasList available StateTree schema classes
get_statetree_transition_targetsList valid transition targets for a StateTree
list_statetree_enum_valuesList valid enum values for StateTree properties
Sequencer
64 toolsAuthor Level Sequences end to end. Create sequences and cameras, bind actors as possessables or spawnables, add transform, property, audio, and skeletal animation tracks, keyframe any channel with interpolation and tangents, add camera cuts, subsequences, marked frames, and folders, then render to video through the Movie Render Queue.
create_level_sequenceCreate a new Level Sequence asset
open_level_sequenceOpen a Level Sequence in the Sequencer editor
get_sequence_infoRead timeline settings + binding/track counts
set_playback_rangeSet the playback range (frames or seconds)
set_display_rateSet the display rate / FPS
set_tick_resolutionSet the tick resolution (migrating)
add_possessableBind an existing level actor as a possessable
add_spawnable_from_classAdd a spawnable binding from a class
add_spawnable_from_actorAdd a spawnable binding from a level actor template
list_bindingsList bindings (possessables + spawnables), filterable by type/name
rename_bindingRename a binding by GUID
remove_bindingRemove a binding by GUID
convert_to_spawnableConvert a possessable binding to spawnable
convert_to_possessableConvert a spawnable binding to possessable
list_track_typesList available track classes (reflection)
list_tracksList tracks on a binding (or root tracks)
add_trackAdd an object-bound track to a binding
add_root_trackAdd a root/master track (camera cut, audio...)
remove_trackRemove a track by index
add_sectionAdd a section to a track
list_sectionsList sections on a track
set_section_rangeSet a section's range (frames or seconds)
remove_sectionRemove a section by index
set_track_propertySet a property on a track (universal writer)
set_section_propertySet a property on a section (universal writer)
list_channelsList a section's animatable channels
add_keyAdd a keyframe to a channel
list_keysList keys on a channel
remove_keyRemove a key by index from a channel
set_channel_defaultSet a channel's default value
add_transform_keysKey location/rotation/scale on a transform section in one call
create_cameraSpawn a cine camera and bind it in the sequence
add_camera_cutAdd a camera cut to the camera (auto-creates the cut track)
render_sequenceRender a Level Sequence to disk via Movie Render Queue (async)
render_statusReport Movie Render Queue progress + written files
set_key_valueSet an existing key's value (float/double channel)
set_key_timeMove an existing key in time
set_key_interpolationSet a key's interpolation + tangent mode
set_key_tangentSet a key's tangents (arrive/leave + weights)
set_channel_extrapolationSet channel pre/post-infinity extrapolation (looping)
set_section_easingSet section ease-in/out (fade) length
set_section_blend_typeSet section blend type (additive layering)
add_audioAdd a sound on a master audio track
add_subsequenceAdd a sub-sequence (shot) on a cinematic shot track
add_event_sectionAdd an event track section (repeater/trigger)
add_timewarpAdd a time-warp track with a fixed play rate (5.8+)
add_marked_frameAdd a timeline marker
list_marked_framesList timeline markers
remove_marked_frameRemove a timeline marker by index
add_folderAdd a root folder (organization)
add_to_folderAdd a binding or root track to a folder
set_evaluation_typeSet evaluation type (framelocked/withsubframes)
tag_bindingAdd a tag to a binding
untag_bindingRemove a tag from a binding
get_bindingDeep report for one binding: tracks, sections, channels (filterable), optional keys
evaluate_channelsEvaluate channel value(s) at a frame/time (e.g. Location.X at frame 500)
set_playheadMove the Sequencer timeline bar to a frame/time (sequence must be open)
get_playheadRead the Sequencer playhead position (sequence must be open)
set_playback_statePlay or pause the open Sequencer
list_animatable_propertiesList keyable properties of a binding's object/component (discover what you can animate)
possess_componentPossess an actor's component as a child binding (needed to animate LightColor/Intensity)
add_property_trackAdd a property track bound to a property (auto-picks track class); enables color/intensity/etc.
add_keysBatch-add keys to multiple channels of a section in ONE call
add_skeletal_animationAdd an animation to a skeletal-mesh binding; loops to fill the section by default
Level Actors
42 toolsSpawn, find, select, transform, and delete actors, and place or revert a whole layout in one call. Read and write any reflected property, frame the viewport on an actor, screenshot, and start or stop Play In Editor. Create, open, and save levels, drop a full lighting rig with presets, and read a level as a compact scene map.
get_actors_in_levelList all actors in the current level
find_actors_by_nameFind actors by name pattern
spawn_actorSpawn an actor in the level
search_classesSearch available UClasses by name, optionally filtered by a base class
delete_actorDelete an actor from the level
set_actor_transformSet actor location/rotation/scale
spawn_blueprint_actorSpawn a Blueprint actor instance
spawn_actor_from_classSpawn an actor from a class name
get_selected_actorsGet currently selected viewport actors
get_world_infoGet current level info (world name, actor count)
take_screenshotCapture viewport or editor window to PNG
focus_viewportFrame the level viewport on an actor or move the camera
get_scene_mapContext-friendly clustered understanding of the level
get_mesh_infoNative shape/bounds/pivot of a static mesh asset (before placing)
spawn_actors_batchSpawn many actors from one computed array in a single call
delete_actors_batchBulk-delete actors by name/label prefix or an explicit list
move_actors_to_folderPut actors into an outliner folder (organization only)
create_folderCreate an empty outliner folder
delete_folderDelete an outliner folder (and subfolders)
list_foldersList all outliner folders in the level
rename_folderRename/move an outliner folder
group_actorsGroup actors into an editor Group (AGroupActor)
ungroup_actorsDissolve the editor Group(s) containing the given actors
attach_actorsAttach actors as children of a parent (transform hierarchy)
detach_actorsDetach actors from their parent (become independent)
capture_top_downOff-screen orthographic top-down (floor-plan) render to PNG
set_actor_propertySet a property at any nested path on a placed actor
get_actor_property_metadataInspect property type/clamp/enum metadata on a placed actor
get_material_slotsList material element slots (index, slot name, current material, override state) for any target's mesh components, placed actor, Blueprint component template, or a StaticMesh asset
set_materials_batchAssign materials per element slot to any target's mesh components, placed actors, Blueprint component templates, one or many, in a single call
spawn_actor_by_classSpawn ANY AActor subclass, engine, plugin, or Blueprint
find_actorsFlexible actor search by name, label, class, or tag
get_actor_propertiesGet property values from a live placed actor instance
quit_editorClose the connected Unreal Editor the safe way (no process kill)
play_in_editorStart Play-In-Editor (PIE), in the active viewport, or a new window
stop_play_in_editorStop the running Play/Simulate-In-Editor session
list_level_templatesList the New-Level templates the editor offers (Basic, Open World, blanks, project templates)
create_levelCreate and open a new level (blank, partitioned, or from a template)
open_levelOpen an existing level in the editor
save_levelSave the current level in place
save_level_asSave the current level to a new asset path
setup_default_sceneDrop a ready-to-light environment (sun, sky, fog, floor) into the current level, with optional lighting presets
Project Settings
3 toolsRead and edit any Project or Editor setting through reflection. Search for a settings section, read its properties and valid values, and change one or many, saved to the right Default config file. Add collision channels and presets, set default maps and game modes, and define console variables.
search_project_settingsSearch Project/Editor Settings sections by name
get_project_settingsRead all properties of a settings section
set_project_settingsSet one or more properties on a settings section and persist to Default*.ini
Blueprints
51 toolsCreate Blueprints from any parent class. Add and edit variables, local variables, functions, event graphs, event dispatchers, and components. Build and wire graph nodes, set class defaults, compile, inspect, and export the whole Blueprint to readable text.
search_parent_classesSearch for classes usable as Blueprint parents
search_typesSearch types by keyword for variables/pins (top-N)
create_blueprintCreate a Blueprint from any parent class
export_blueprintExport a Blueprint as complete reflection-grounded JSON
export_objectExport any UObject/asset/struct as reflection-grounded JSON
export_assetExport any graph-bearing asset as reflection-grounded JSON (auto-dispatch)
export_actorExport a placed level actor + its full component hierarchy as JSON
add_component_to_blueprintAdd a component to a Blueprint or a placed actor
set_blueprint_component_propertySet a property on a Blueprint's component template
delete_componentDelete a component from a Blueprint or a placed actor
reparent_componentMove a component under a new parent (or to root)
set_root_componentMake a scene component the root
compile_blueprintCompile a Blueprint
read_blueprint_contentRead complete BP: graph, functions, variables, components
analyze_blueprint_graphAnalyze a graph (nodes, connections, execution flow)
create_blueprint_variableCreate a variable in a Blueprint
create_local_variableCreate a function-local variable
get_blueprint_variable_detailsInspect variable(s) in a Blueprint
set_blueprint_variable_propertiesModify variable properties (full Details panel)
delete_blueprint_variableDelete a variable from a Blueprint
reparent_blueprintChange a Blueprint's parent class
create_blueprint_function_libraryCreate a Blueprint Function Library asset
set_function_propertiesSet Details-panel properties on any blueprint function
create_blueprint_interfaceCreate a Blueprint Interface asset
implement_blueprint_interfaceImplement an interface on a Blueprint class
remove_blueprint_interfaceRemove an implemented interface from a Blueprint
list_blueprint_interfacesList a Blueprint's implemented interfaces
create_blueprint_functionCreate a new function in a Blueprint
override_blueprint_functionOverride a parent-class function or event (My Blueprint > Override)
create_event_graphCreate a new event graph in a Blueprint
rename_event_graphRename an event graph in a Blueprint
delete_event_graphDelete an event graph from a Blueprint
get_blueprint_function_detailsInspect function(s) with graph
add_function_inputAdd input parameter to a function
add_function_outputAdd output parameter to a function
delete_blueprint_functionDelete a function from a Blueprint
rename_blueprint_functionRename a function
create_event_dispatcherAdd an event dispatcher (multicast delegate) to a Blueprint
search_nodesSearch ANY placeable node by keyword (top-N)
describe_nodeList a node's pins (name/dir/type) WITHOUT placing it
build_blueprint_graphBuild a whole graph fragment at once (nodes + connections)
arrange_blueprint_graphAuto-arrange a whole graph (straight exec spines, clustered inputs, reroute knots)
set_pin_defaultSet one input pin's default literal on a placed node
break_node_linkBreak links on a node pin (disconnect)
insert_node_in_execSplice an existing node into an exec link
add_blueprint_nodeAdd a node to a Blueprint graph
connect_blueprint_nodesWire two nodes together
delete_blueprint_nodeDelete a node by GUID
set_blueprint_node_propertySet node property or perform semantic editing
get_blueprint_class_defaultsRead a Blueprint class's default (CDO) property values
set_blueprint_class_defaultsSet default property values on a Blueprint's class (CDO)
Blueprint Structs
6 toolsAuthor UserDefinedStruct assets. Create structs with typed members, add, rename, retype, re-default, and remove fields, and search structs project-wide.
create_blueprint_structCreate a Blueprint struct (UserDefinedStruct), optionally with members
add_blueprint_struct_variableAdd a member variable to a Blueprint struct
set_blueprint_struct_variableRename, retype, re-default, or re-tooltip a struct member
remove_blueprint_struct_variableRemove a member from a Blueprint struct
describe_blueprint_structList a Blueprint struct's members (name, type, default, tooltip)
list_blueprint_structsSearch Blueprint structs in the project (ranked best-match first)
Enhanced Input
21 toolsAuthor Input Actions and Mapping Contexts. Configure triggers, modifiers, key mappings, and inspect available keys.
create_input_actionCreate a new UInputAction asset
get_input_actionRead all properties, triggers, and modifiers of an Input Action
set_input_action_propertiesSet properties on an Input Action
add_input_action_triggerAdd a trigger to an Input Action
add_input_action_modifierAdd a modifier to an Input Action
remove_input_action_triggerRemove a trigger by index
remove_input_action_modifierRemove a modifier by index
list_input_actionsList all UInputAction assets
create_input_mapping_contextCreate a new UInputMappingContext asset
get_input_mapping_contextRead all key mappings with triggers/modifiers
add_key_mappingAdd a key-to-action mapping
remove_key_mappingRemove a mapping by index or action+key
set_key_mappingChange key or action on existing mapping
add_mapping_triggerAdd a trigger to a specific mapping
add_mapping_modifierAdd a modifier to a specific mapping
remove_mapping_triggerRemove a trigger from a mapping
remove_mapping_modifierRemove a modifier from a mapping
list_input_mapping_contextsList all UInputMappingContext assets
list_trigger_typesList all UInputTrigger subclasses with properties
list_modifier_typesList all UInputModifier subclasses with properties
list_input_keysList available FKey values (keyboard, mouse, gamepad)
Asset Management
16 toolsFind, list, import, save, duplicate, rename, and delete assets. Read metadata and properties on any asset.
find_assetsSearch the Asset Registry by class, path, and/or name pattern
list_assetsList assets in a Content Browser directory
get_asset_infoGet asset metadata (class, package, properties)
get_asset_propertiesGet all editable properties of any asset
set_asset_propertySet a single property on any asset
find_referencesFind dependents/dependencies of an asset
open_assetOpen asset in the editor
save_assetSave a specific asset to disk
save_allSave all unsaved (dirty) assets
delete_assetDelete an asset or directory (checks references)
duplicate_assetCopy an asset to a new location
rename_assetRename/move an asset (auto-fixes references)
import_assetImport external file into Content Browser
import_assets_batchBatch import files into Content Browser
get_selected_assetsGet currently selected Content Browser assets
sync_browserNavigate Content Browser to show an asset
Bulk Asset Ops
5 toolsBatch move, rename, and delete assets with automatic reference repointing. Fix up redirectors, find same-class replacements, and replace references between assets.
move_assetsBatch move/rename assets (auto-fixes references and redirectors)
delete_assetsBatch delete assets (reference-checked unless forced)
fixup_redirectorsFix up and delete redirectors under a content path
find_replacement_candidatesFind same-class assets that can replace a given asset (ranked, top-N)
replace_referencesReplace all references to source assets with a target asset (consolidate)
Data Assets
5 toolsCreate UDataAsset instances and discover their classes and valid property types. Edit their values with the Object Properties commands.
list_data_asset_classesList all loaded UDataAsset subclasses
create_data_assetCreate a new UDataAsset subclass instance
get_property_valid_typesQuery valid dropdown values for a property slot
search_class_pathsSearch for class paths by filter
list_data_assetsList data assets by path/class
Object Properties
3 toolsRead and write nested properties on any UObject by dotted/indexed path: data assets, Mass Entity trait arrays, instanced sub-objects, and widgets or layout slots inside a Widget Blueprint.
describe_objectIntrospect any object's properties (filtered, top-N, with types and enum values)
get_object_propertyRead one property value at a dotted/indexed path
set_object_propertySet, append, or remove properties and array elements at dotted/indexed paths
UMG Widgets
51 toolsCreate Widget Blueprints and build the full UMG tree: add, move, wrap, replace, or remove widgets and edit their widget and slot properties. Wire named slots, navigation, property bindings, widget animations, and MVVM viewmodels with conversion-function bindings.
get_widget_treeGet the widget hierarchy of a Widget Blueprint
add_widgetAdd a widget to a Widget Blueprint
remove_widgetRemove a widget from a Widget Blueprint
move_widgetMove a widget to a new parent
rename_widgetRename a widget
duplicate_widgetDuplicate a widget
create_widget_blueprintCreate a new Widget Blueprint asset
list_widget_typesList available widget types
wrap_widgetWrap a widget in a new panel
replace_widgetReplace a widget with another class
set_root_widgetSet the tree root widget
get_widget_propertiesRead a widget's properties
set_widget_propertiesSet a widget's properties (faithful)
get_slot_propertiesRead a widget's slot (layout) properties
set_slot_propertiesSet a widget's slot (layout) properties (faithful)
set_widget_is_variableToggle a widget's Is Variable flag
get_widget_class_infoDescribe a widget class
set_widget_blueprint_parentReparent a Widget Blueprint
list_named_slotsList the Widget Blueprint's named slots
get_named_slot_contentGet a named slot's content
set_named_slot_contentPlace a widget in a named slot
clear_named_slotClear a named slot
set_widget_navigationSet a widget's navigation rule for a direction
get_widget_navigationGet a widget's navigation
clear_widget_navigationReset a widget's navigation
add_property_bindingBind a widget property to a function (legacy)
remove_property_bindingRemove a legacy property binding
list_property_bindingsList legacy property bindings
list_widget_eventsList a widget's event delegates
add_ui_componentAdd a UI component to a widget (UE 5.8+)
remove_ui_componentRemove a UI component from a widget (UE 5.8+)
list_ui_componentsList a widget's UI components (UE 5.8+)
create_widget_animationCreate a UMG animation
list_widget_animationsList a Widget Blueprint's animations
remove_widget_animationRemove a UMG animation
add_animation_widget_bindingBind a widget to an animation
remove_animation_widget_bindingRemove a widget binding from an animation
add_animation_trackAdd a track to an animation
add_animation_keyAdd a keyframe to an animation track
list_animation_tracksList an animation's tracks
add_viewmodelAdd an MVVM viewmodel
remove_viewmodelRemove an MVVM viewmodel
rename_viewmodelRename an MVVM viewmodel
list_viewmodelsList MVVM viewmodels
add_mvvm_bindingAdd an MVVM binding
set_mvvm_bindingModify an MVVM binding
list_mvvm_conversion_functionsList MVVM conversion functions
set_viewmodel_settingsSet viewmodel settings
set_variable_field_notifySet variable Field Notify
remove_mvvm_bindingRemove an MVVM binding
list_mvvm_bindingsList MVVM bindings
Data Tables
10 toolsRead, add, update, delete, duplicate, and rename data table rows. Inspect the row struct schema.
create_data_tableCreate a new Data Table with a chosen row struct
list_data_table_row_structsSearch structs usable as Data Table row structures (ranked best-match first)
get_data_table_rowsGet all rows from a Data Table
get_data_table_rowGet a single row by name
get_data_table_schemaGet column names and types from row struct
add_data_table_rowAdd a new row with optional initial data
update_data_table_rowUpdate specific fields on an existing row
delete_data_table_rowDelete a row by name
rename_data_table_rowRename a row in-place
duplicate_data_table_rowCopy a row under a new name
Curves
13 toolsAuthor Curve assets, Curve Tables, and Curve Atlases. Set float, vector, and color curve keys with per key interpolation, tangent modes, and extrapolation, evaluate a curve at any time, edit table rows, and build atlases that refresh the materials using them.
create_curveCreate a Curve asset (float, vector, or linear color)
get_curveRead a curve asset's keys, settings, and ranges
set_curve_keysWrite keys on one sub-curve of a curve asset
delete_curve_keysDelete keys from one sub-curve
import_curveReplace a curve asset's data from JSON or CSV
create_curve_tableCreate a Curve Table (or Composite Curve Table)
get_curve_tableRead a curve table's rows and keys
set_curve_table_rowAdd or update one curve table row
delete_curve_table_rowDelete a row from a curve table
rename_curve_table_rowRename a row in a curve table
import_curve_tableReplace ALL rows of a curve table from CSV or JSON
create_curve_atlasCreate a Curve Atlas from linear color curves
set_curve_atlasEdit a Curve Atlas (resize, add/remove/replace curves)
Console Commands
4 toolsList, inspect, and execute Unreal console commands and cvars. Capture log output for review.
list_console_commandsList engine + custom console commands and cvars (filterable)
get_console_command_infoFull metadata for one console command or cvar by exact name
console_command_existsBoolean existence check (IConsoleManager registry only)
execute_console_commandExecute any console command in the editor
Profiling
11 toolsCapture and analyze Unreal Insights traces: pick trace channels, add bookmarks, snapshots, and screenshots, and trace a specific object. Auto-categorize hot paths, find worst frames, drill into timer stats, or read a live in-editor sampler.
performance_start_traceStart recording a live.utrace from the running editor
performance_stop_traceStop recording and optionally auto-load for analysis
performance_analyze_insightAnalyze a performance trace (diagnose, spikes, flame, hotpath, etc.)
performance_list_channelsList every trace channel the running engine has (engine + custom) plus presets
performance_toggle_channelEnable or disable a trace channel at runtime (mid-trace)
performance_trace_bookmarkInsert a named bookmark into the live trace timeline
performance_trace_snapshotWrite a trace snapshot (tail buffer) to a.utrace file
performance_trace_screenshotCapture a screenshot into the live trace
performance_trace_objectRegister UObject(s) for per-frame property tracing (objectproperties query)
performance_live_startStart sampling live per-frame timing (no trace needed)
performance_live_stopStop live sampling and return the multi-frame timing distribution
Core
7 toolsHealth check plus multi-editor routing: list every running Unreal editor and pick, clear, or inspect which one your commands target.
health_checkReport CLI, license, and editor-bridge status
execute_pythonExecute arbitrary Python code inside the running Unreal Editor
dump_command_schemaDump the C++ reflection-generated schema for reflected commands
list_editorsList every running Unreal editor (pid, project, engine, port)
connect_editorSelect which running editor later commands talk to
disconnect_editorClear the active editor selection
connection_statusShow the active selection and which editor commands would hit
Debug
2 toolsMCP debug controls and token telemetry.
set_mcp_debugEnable or disable MCP debug mode (token tracking)
get_mcp_token_statsGet MCP token usage statistics