Tool Reference
Tool Reference documentation.
This page lists ue-mcp's own category tools and actions. For the official Unreal 5.8 tools that ue-mcp wraps (surfaced inside these same categories), see Native Tools.
UE-MCP exposes 23 category tools covering 682+ actions, plus a flow tool for running multi-step YAML workflows. Every category tool takes an action parameter that selects the operation, plus action-specific parameters.
First call in any session
Start with project(action="get_status") to check the connection, then level(action="get_outliner") or asset(action="list") to explore.
How to read this page
Each row lists a single action and its key parameters. Optional params are marked with ?. For full schemas (types, descriptions, defaults), every action also surfaces its description through the MCP schema - your AI client can introspect them at runtime.
project
Project status and editor connection: get_status (is the editor connected?), set_project (switch/redirect the bridge to another .uproject), get_info. Also config INI files, module load state, and C++ source inspection. Call project(get_status) first in any session.
| Action | Description |
|---|---|
get_status | Check server mode and editor connection |
set_project | Switch project. Params: projectPath |
get_info | Read .uproject file details |
read_config | Read INI config. Params: configName (e.g. 'Engine', 'Game') |
search_config | Search INI files. Params: query |
list_config_tags | Extract gameplay tags from config |
read_cpp_header | Parse a .h file. Params: headerPath |
read_module | Read module source. Params: moduleName |
list_modules | List C++ modules |
search_cpp | Search .h/.cpp files. Params: query, directory? |
read_engine_header | Parse a .h file from the engine source tree. Params: headerPath (relative to Engine/Source, or absolute) |
find_engine_symbol | Grep engine headers for a symbol. Params: symbol, maxResults? |
list_engine_modules | List modules in Engine/Source/Runtime |
search_engine_cpp | Search engine .h/.cpp/.inl files across Runtime/Editor/Developer/Plugins. Params: query, tree? (Runtime|Editor|Developer|Plugins|all - default Runtime), subdirectory?, maxResults? (default 500) |
search_tools | Search every ue-mcp tool + action by keyword or task INTENT (a synonym layer maps 'screenshot'->capture_scene_png, 'tile a texture'->the texture-bomb flow, etc.) and return ranked matches (tool, action, description, score). The first step before editor(execute_python); most tasks already have a dedicated action. Params: query (space-separated keywords/intent), limit? (default 20) (#704) |
execute_python_report | Measurement for #704: reads this session's execute_python calls and, for each, runs its taskSummary back through search_tools to flag calls that OVERLAPPED an existing dedicated action ('you used Python for X, but tool Y does X'). Returns totalCalls, overlapping[] and an overlapRate. Params: none (#704) |
list_files | List files on disk under a directory, optionally filtered by extension(s). Runs in the MCP server process (no editor round-trip). Params: directory (absolute, or relative to the project dir), extensions? (e.g. ['png','exr'] or 'png'), recursive? (default false), maxResults? (default 1000) (#608) |
set_config | Write to INI. Params: configName, section, key, value |
build | Build C++ project. Params: configuration?, platform?, clean? |
generate_project_files | Generate IDE project files (Visual Studio, Xcode, etc.) |
create_cpp_class | Create a new native UCLASS in a project module. Uses the same engine template path as File → New C++ Class. Writes .h + .cpp; returns both paths plus needsEditorRestart (true unless Live Coding successfully hot-reloaded). Params: className (no prefix), parentClass? (default UObject; accepts short names like 'Actor' or /Script/[Module].[Class] paths), moduleName? (default: first project module, use list_project_modules to pick), classDomain? ('public'|'private'|'classes', default public), subPath? |
list_project_modules | List native modules in the current project (name, host type, source path). Feed moduleName from here into create_cpp_class |
list_loaded_modules | Enumerate ALL engine+project modules with runtime load state (loaded/gameModule), not just uproject-declared ones. Params: filter? (case-insensitive substring), loadedOnly? (default false) (#689) |
is_module_loaded | Report whether a named module is currently loaded in the editor. Params: moduleName (#689) |
live_coding_compile | Trigger a Live Coding compile (Windows only). Hot-patches method bodies of existing UCLASSes without editor restart - the fast inner loop for UFUNCTION implementations. Does NOT reliably register brand-new UCLASSes; use build_project + editor restart for those. Params: wait? (default false - fire and return 'in_progress') |
live_coding_status | Report Live Coding availability/state (available, started, enabledForSession, compiling). Helps choose between live_coding_compile and build_project |
write_cpp_file | Write a .h / .cpp / .inl file under the project's Source/ tree. Used to append UPROPERTYs/UFUNCTIONs or method bodies after create_cpp_class. Writes are scoped to Source/ for safety. Params: path (relative to Source/ or absolute within Source/), content (full file contents) |
read_cpp_source | Read a .cpp file from the project Source/ tree. Companion to read_cpp_header for round-trip edits. Params: sourcePath (relative to Source/ or absolute) |
write_source_file | Write a .h/.cpp/.inl into a named module's Public/Private folder (resolves the module dir for you, including plugin modules under Plugins/*/Source/ that write_cpp_file refuses). After a new file, build_project + restart; after a body edit, live_coding_compile. Params: module (module name, default the project's primary module), visibility (Public|Private, default Private), fileName, content |
read_source_file | Read a .h/.cpp/.inl from a named module's folder (companion to write_source_file; resolves plugin modules too). With no visibility it tries Public then Private then the module root. Params: module, visibility?, fileName |
add_module_dependency | Add a module to a target module's Build.cs dependency array. Params: moduleName (the Build.cs to edit - must exist in the project), dependency (module name to add, e.g. 'UMG'), access? ('public'|'private', default 'private') |
add_cpp_member | Append a UPROPERTY/UFUNCTION declaration to an existing UCLASS header inside the access specifier you choose. Idempotent: if a declaration containing the same memberName is already present, returns existed:true. Params: headerPath (relative to Source/ or absolute), declaration (full multi-line UPROPERTY(...) / UFUNCTION(...) block plus its single-line member or function signature), memberName (the identifier the declaration introduces - used for idempotency), access? ('public'|'protected'|'private', default 'public') |
asset
Asset management: list, search, read, CRUD, import meshes/textures, datatables, stringtables.
| Action | Description |
|---|---|
list | List assets via the AssetRegistry (sees /Game and every mounted plugin root). Params: directory? (default /Game), classFilter?, recursive? (default true), maxResults? (default 2000) |
search | Search by name/class/path. Params: query, directory?, maxResults?, searchAll? |
read | Read asset via reflection. Params: assetPath |
read_properties | Read asset properties with values. Blueprint paths resolve to the generated-class CDO (#568). propertyName accepts dotted/indexed paths into nested structs, array elements, and instanced subobjects (e.g. Config.Traits[1].Params.Field); landing on an array of subobjects also lists each element's index+class (#527). Params: assetPath, propertyName?, includeValues?, valueFormat? |
list_properties | List reflected properties on any asset. Params: assetPath, includeValues?, valueFormat? ('text'|'json') |
get_properties | Read property values on any asset. propertyName accepts dotted/indexed paths into nested structs, array elements, and instanced subobjects. valueFormat='json' returns structured values. Params: assetPath, propertyName?, includeValues?, valueFormat? |
duplicate | Duplicate asset. Params: sourcePath, destinationPath |
rename | Rename asset. Params: assetPath, newName (or sourcePath, destinationPath), force? |
bulk_rename | Batched rename using IAssetTools::RenameAssets - single transaction with one redirector-fixup pass (matches Content Browser drag). Use this over looped rename for scene-referenced assets. World assets are rejected (status=rejected_world); use rename_asset which handles WP externals atomically (#409). Params: renames[] where each entry is (sourcePath, destinationPath) OR (assetPath, newName) |
move | Move asset. Params: sourcePath, destinationPath |
delete | Delete asset. On failure returns reason (open_in_editor / has_referencers / in_memory_referenced / package_read_only / package_dirty / unknown) plus referencers, inMemoryReferencers, packageReadOnly, packageDirty diagnostics (#601). Pass force=true to auto-close any open asset editors before deleting (#278). Params: assetPath, force? |
delete_batch | Batch-delete assets. Per-path status (deleted/absent/failed) plus reason+referencers on failed entries (#278). Params: assetPaths[], force? |
create_data_asset | Create UDataAsset instance of custom class. Params: name, className (/Script/Module.ClassName or loaded name), packagePath?, properties? (key/value map) |
create_asset_by_class | Create an asset of ANY concrete UObject class (not just UDataAsset) - physical-material subclasses, curves, settings objects. Params: name, className, packagePath?, properties?, onConflict?. Actors/components and specialized assets (Blueprint/Material) have dedicated actions (#726) |
save | Save asset(s). Params: assetPath? |
save_all_dirty | Flush every dirty package to disk in one call. End-of-workflow shortcut after bulk import/edit. Params: saveMapPackages? (default true), saveContentPackages? (default true) |
set_mesh_material | Assign material to static mesh slot. Params: assetPath, materialPath, slotIndex? |
recenter_pivot | Move static mesh pivot to geometry center. Params: assetPath OR assetPaths |
import_static_mesh | Import from FBX, OBJ, or GLB/glTF (glTF routes through Interchange) (#549). importUniformScale=100 fixes metre-authored FBX (#687). Params: filePath, name?, packagePath?, combineMeshes?, importMaterials?, importTextures?, generateLightmapUVs?, importUniformScale? |
import_skeletal_mesh | Import skeletal mesh from FBX. importUniformScale=100 fixes metre-authored FBX (Blender FBX_SCALE_ALL) that lands 100x too small on a cm skeleton (#687). Returns post-import readback: boxExtent, morphTargets[], numLODs, skeleton (#678). Params: filePath, name?, packagePath?, skeletonPath?, importMaterials?, importTextures?, importUniformScale? (default 1.0), importMorphTargets? (default true), createPhysicsAsset? (default false), replaceExisting? (default true) |
import_animation | Import anim from FBX. Params: filePath, name?, packagePath?, skeletonPath |
import_texture | Import image. sRGB/compressionSettings/lodGroup/neverStream are applied at import time (folded in, no second call needed) (#661). Params: filePath, name?, packagePath?, sRGB?, compressionSettings? (Default|Normalmap|Grayscale|HDR|BC7|...), lodGroup?, neverStream? |
read_cloth_data | Read Chaos cloth data on a skeletal mesh: per clothing asset, its configs (reflected properties), LOD count, and per-LOD point-weight-map summary (name, target, vertex count, min/max - including the MaxDistances mask). Params: skeletalMeshPath (#595) |
set_cloth_config | Set properties on a clothing asset's Chaos cloth config via reflection. Params: skeletalMeshPath, properties (object), clothingAsset? (name filter), configType? (config class/key filter) (#595) |
export_texture | Export a Texture2D to a PNG on disk (for inspection or external diffing). Params: assetPath, outputPath (.png) (#697) |
compare_textures | Compare two Texture2D assets by dimensions, pixel format, and source-content identity (FTextureSource id) - tells you whether an authored texture actually changed without offline pixel-diffing. Params: assetPathA, assetPathB (#697) |
import_texture_batch | Import many textures in one call - the loop stays inside the editor (no per-file bridge round-trip), so this finishes far faster than N import_texture calls. Per-item result records mirror import_texture. Params: items[]: [(filePath, packagePath?, name?, replaceExisting?)], packagePath? (default for items that don't set it), save? (default true), automated? (default true) |
reimport | Reimport asset from source file. Params: assetPath, filePath? |
read_datatable | Read DataTable rows. Params: assetPath, rowFilter? |
create_datatable | Create DataTable. Params: name, packagePath?, rowStruct |
reimport_datatable | Reimport DataTable from JSON. Params: assetPath, jsonPath?, jsonString? |
set_datatable_row | Append or overwrite a single DataTable row. Params: assetPath, rowName, row (object with row-struct fields - partial updates merge with the existing row) |
add_datatable_row | Alias for set_datatable_row (#437) |
update_datatable_row | Alias for set_datatable_row; partial update merges with existing row (#437) |
remove_datatable_row | Remove a single DataTable row. Idempotent (alreadyDeleted=true if missing). Params: assetPath, rowName (#437) |
get_datatable_row | Read one DataTable row's fields without dumping the whole table. Params: assetPath, rowName (#535) |
set_datatable_cell | Write a single field on a single existing row (merges, leaves other cells untouched). Errors if the row doesn't exist. Params: assetPath, rowName, fieldName, value (#535) |
rename_datatable_row | Rename a row key, preserving its values. Params: assetPath, oldName, newName (#535) |
fill_datatable_from_json | Bulk-upsert rows from a {rowName: {field: value}} object without touching unrelated rows (non-destructive, unlike reimport_datatable). Params: assetPath, rows (object) or jsonString (#535) |
create_curvetable | Create CurveTable asset. Params: name, packagePath?, onConflict? |
read_curvetable | Read CurveTable rows and keys. Params: assetPath, rowFilter? |
list_curvetable_rows | Alias for read_curvetable. Params: assetPath, rowFilter? |
import_curvetable | Import CurveTable from JSON/CSV string or file. Params: assetPath, jsonString?, csvString?, filePath?, format?, interpMode? |
add_curvetable_row | Add CurveTable row. Params: assetPath, rowName, curveType? ('simple'|'rich'), interpMode? |
remove_curvetable_row | Remove CurveTable row. Idempotent if missing. Params: assetPath, rowName |
rename_curvetable_row | Rename CurveTable row. Params: assetPath, oldName, newName |
get_curvetable_keys | Read keys from one CurveTable row. Params: assetPath, rowName |
set_curvetable_keys | Replace keys on one CurveTable row. Params: assetPath, rowName, keys:[(time,value,interpMode?,arriveTangent?,leaveTangent?)] |
add_curvetable_key | Add or update one key on a CurveTable row. Params: assetPath, rowName, time, value, interpMode?, keyTimeTolerance? |
list_textures | List textures. Params: directory?, recursive? |
get_texture_info | Get texture details. Params: assetPath |
set_texture_settings | Set texture settings. Params: assetPath, settings (object with compressionSettings?, lodGroup?, sRGB?, neverStream?) |
create_stringtable | Create a StringTable asset. Params: name, packagePath?, namespace?, onConflict? |
read_stringtable | Read StringTable entries and keys. Params: assetPath, keyFilter? |
list_stringtable_keys | List StringTable keys. Params: assetPath, keyFilter? |
get_stringtable_entry | Read one StringTable entry. Params: assetPath, key |
set_stringtable_entry | Create or update one StringTable entry. Params: assetPath, key, sourceString (or value) |
remove_stringtable_entry | Remove one StringTable entry. Idempotent (alreadyDeleted=true if missing). Params: assetPath, key |
import_stringtable | Import StringTable entries from CSV. Params: assetPath, filePath (or csvPath) |
add_input_mapping | Append an Enhanced Input key mapping to an InputMappingContext (InputAction + key by name string e.g. 'Mouse2D','LeftMouseButton'). Idempotent on (action,key). For modifiers/triggers use gameplay(set_mapping_modifiers). Same as gameplay(add_imc_mapping) (#525). Params: mappingContext (IMC path), inputAction (IA path), key |
remove_input_mapping | Remove an IMC key mapping. Same as gameplay(remove_imc_mapping) (#525). Params: mappingContext (IMC path), mappingIndex? | (inputAction? + key?) |
list_input_mappings | List an IMC's key->action bindings with triggers/modifiers. Same as gameplay(read_imc) (#525). Params: mappingContext (IMC path) |
add_socket | Add socket to StaticMesh or SkeletalMesh. SkeletalMesh writes mesh-local sockets by default; pass a Skeleton asset path to edit skeleton-level sockets. Idempotent on socket name; pass onConflict='update' to overwrite an existing socket's transform with the supplied relativeLocation/relativeRotation/relativeScale (#412). Params: `assetPath, socketName, boneName? (SkeletalMesh only, default 'root'), relativeLocation?, relativeRotation?, relativeScale?, onConflict? (skip\ |
remove_socket | Remove socket by name. Params: assetPath, socketName |
list_sockets | List sockets on a mesh (StaticMesh or SkeletalMesh). SkeletalMesh results include mesh-local sockets plus assigned Skeleton sockets, each with source='mesh' or source='skeleton'. Params: assetPath |
set_socket_transform | Update an existing socket's relative transform on StaticMesh or SkeletalMesh. Pass any subset of relativeLocation/relativeRotation/relativeScale; omitted fields stay at their current values. Errors if the socket does not exist (use add_socket to create). Common after FBX import when SOCKET_* empties land with scale=(100,100,100) (#412). Params: assetPath, socketName, relativeLocation?, relativeRotation?, relativeScale? |
set_property | Set a UPROPERTY on any loaded asset (Material, DataAsset, DataTable, SubsurfaceProfile, etc.) using a dotted path. Blueprint paths resolve to the generated-class CDO so you can author its defaults + Instanced sub-object arrays (#568). Walks nested structs, array elements by index, and instanced subobjects internally - no more read-modify-write copies (e.g. settings.mean_free_path_distance on a UMaterial, or Config.Traits[1].Params.Field on a config asset #527). Value goes through MCPJsonProperty::SetJsonOnProperty so JSON null clears object refs, structs accept {x,y,z}, arrays/maps round-trip. Params: assetPath, propertyName (dotted path), value (#420) |
set_texture_settings_by_type | Apply the canonical (compressionSettings, sRGB, LOD group) combo to every texture in each group: normal -> Normalmap, grayscale -> Grayscale, baseColor -> Default sRGB, hdr -> HDR. Params: groups (object: (normal?:[paths], grayscale?:[paths], baseColor?:[paths], hdr?:[paths])) (#421) |
create_interchange_pipeline | One-call factory for a UInterchangeGenericAssetsPipeline asset with the 15-property mesh-import boilerplate already applied (RecomputeNormals=false, MikkTSpace=true, HighPrecisionTangents=true, BuildNanite=false, CreatePhysicsAsset=false, etc.). Params: assetPath OR (name + packagePath?), meshType? (skeletal default | static), options? (dotted-path overrides on the resulting pipeline e.g. ('MeshPipeline.bBuildNanite': true)), onConflict? (#421) |
reload_package | Force reload an asset package from disk. Params: assetPath |
health_check | Diagnose stuck-unloadable asset. Returns onDisk/inRegistry/isLoaded/canLoad/isStuck flags so an agent can detect the half-shutdown state where load returns null but the file exists (#279). Params: assetPath |
force_reload | Aggressive reload that resets package loaders + GCs + LoadObject. Recovers from the half-shutdown state without an editor restart (#279). Closes any open editors first. Params: assetPath |
export | Export asset to disk file (Texture2D → PNG, StaticMesh → FBX, etc.). Params: assetPath, outputPath |
search_fts | Ranked asset search (token-scored over name/class/path). Params: query, maxResults?, classFilter? |
reindex_fts | Rebuild the SQLite FTS5 asset index. Params: directory? |
get_referencers | Reverse dependency lookup (what references this). Params: packages[] OR packagePath (#150) |
get_dependencies | Forward dependency lookup (what packages this asset references). Params: packages[] OR packagePath, hard? (default true), soft? (default true) (#588) |
list_skeleton_bones | List bones (names + rest-pose local and component-space transforms) from a SkeletalMesh or Skeleton asset, no live actor needed. Params: assetPath, includeTransforms? (default true) (#593) |
get_primary_asset_ids | Enumerate AssetManager-registered FPrimaryAssetIds (verify a primary-asset registration). Params: type? (FPrimaryAssetType; omit for all types), maxResults? (default 1000) (#579) |
set_sk_material_slots | Set materials on a USkeletalMesh by slot name or slotIndex (bypasses the blueprint override-materials path that UE's ICH silently reverts). Params: assetPath, slots[(slotName?|slotIndex?, materialPath)] |
diagnose_registry | Scan a content path and compare disk vs AssetRegistry (including in-memory pending-kill entries). Returns onDiskCount, inMemoryIncludedCount, ghostCount and paths. Params: path, recursive? (default true), reconcile? (forceRescan=true) |
get_mesh_bounds | Get StaticMesh OR SkeletalMesh bounding box. Params: assetPath |
get_mesh_info | One-call mesh QA: bounds + material slots + skeleton + LOD/vertex counts. Works for both UStaticMesh and USkeletalMesh. Params: assetPath |
read_import_sources | Read AssetImportData source filenames on an imported asset (StaticMesh, SkeletalMesh, Texture, Animation, etc.). Returns sources[] of {relativeFilename, absolutePath, timestamp, fileHash, displayLabelName}. Params: assetPath (#270) |
get_mesh_collision | Inspect StaticMesh collision setup. Params: assetPath |
move_folder | Move/rename entire content folder with redirector fixup in one transaction. Params: sourcePath, destinationPath (#192) |
create_folder | Create empty content browser folder(s). Params: path OR paths[] (e.g. /Game/Foo, /Game/Bar/Baz) |
delete_folder | Delete content browser folder(s) - counterpart to delete_asset, which leaves the parent directory entry behind as an orphan. Empty folders only by default; pass force=true to also delete any assets still inside (Content Browser 'Delete folder' equivalent). Per-path status (deleted/absent/failed) with reason (invalid_path/protected_path/not_empty/delete_failed) and a sample of contained assets on not_empty entries. Params: path OR paths[], force? |
set_mesh_nav | Set StaticMesh nav contribution. Params: assetPath, bHasNavigationData?, clearNavCollision? (#167) |
create_user_defined_enum | Create a UserDefinedEnum content asset, optionally pre-populated with values. Params: name, packagePath? (default /Game), values? ([display-name strings]), onConflict? (#686) |
list_enum_values | List a UEnum's enumerators (index, authored short name, display name, value). Works on native and UserDefinedEnum assets. Params: assetPath (#686) |
edit_user_defined_enum | Author a UserDefinedEnum content asset. op=add_value appends an enumerator (authored name is auto-assigned; pass displayName - or name - to set the editable display text). op=rename_value sets a new displayName on the enumerator resolved by index or name (matches short or display name). op=remove_value deletes it. Recompiles dependents automatically. Native UEnums are not editable. Params: assetPath, op (add_value|rename_value|remove_value), displayName?, name?, index? (#686) |
create_user_defined_struct | Create a UserDefinedStruct content asset, optionally pre-populated with fields. Each field is {name, type} where type is a MakePinType string (bool|int|int64|float|string|name|text|byte, a struct like Vector, an enum, or an object ref like Actor). Params: name, packagePath? (default /Game), structFields? ([(name, type)]), onConflict? (#735) |
list_struct_fields | List a UserDefinedStruct's members (index, internal name, friendly/display name, GUID, type label). Use this to find the GUID for a stable rename/retype. Native structs are not editable. Params: assetPath (#735) |
edit_user_defined_struct | Author a UserDefinedStruct content asset. op=add_field appends a member (type via MakePinType string; pass fieldName for its display name). op=rename_field sets a new newDisplayName on the member resolved by fieldGuid or fieldName - the member GUID is preserved so existing Blueprint pins and DataTable rows survive. op=set_field_type changes a member's type. op=remove_field deletes it. Recompiles dependents automatically. Native structs are not editable. Params: assetPath, op (add_field|rename_field|set_field_type|remove_field), fieldName?, fieldGuid?, newDisplayName?, type? (#735) |
rename_struct_field | Rename a UserDefinedStruct field's display name while preserving its member GUID, so Blueprint pins and DataTable rows keyed off it survive. Convenience wrapper over edit_user_defined_struct(op=rename_field). Resolve the field by fieldGuid or fieldName (matches friendly or internal name). Params: assetPath, fieldName | fieldGuid, newDisplayName (#735) |
lock | Acquire an exclusive lock on an asset for this session, so concurrent agents don't mutate the same asset at once. The lock registry lives in the shared editor bridge, keyed by asset path with a TTL lease so a crashed session never wedges an asset. Returns acquired=true, or acquired=false with holder{sessionId, ttlSecondsRemaining} when another session holds it. Params: assetPath, ttlSeconds? (default 300), sessionId? |
unlock | Release an asset lock held by this session (or force=true to break any holder's lock). Params: assetPath, force?, sessionId? |
list_locks | List all currently-held asset locks with holder session id, acquiredAt, and ttlSecondsRemaining. |
blueprint
Blueprint reading, authoring, and compilation, including AnimGraph/EventGraph node scripting: add_node, connect_pins, search_node_types, plus variables, functions, graphs, components, interfaces, and event dispatchers.
| Action | Description |
|---|---|
read | Read BP structure incl. SCS components AND inherited native components from the CDO (CharacterMesh0, CharMoveComp, etc.). Params: assetPath, includeComponentProperties? (dump UPROPERTY name/type/value per component template; off by default) (#353/#370) |
list_variables | List variables. Params: assetPath |
list_functions | List functions/graphs. Params: assetPath |
read_graph | Read graph nodes. Supports pagination, file dumps, and title/class node filters. Params: assetPath, graphName, offset?, limit?, includePins?, includeDefaults?, includeComments?, dumpToFile?, outputPath?, titleFilter?, classFilter? (#560) |
read_graph_summary | Lightweight graph summary (nodes+edges only, ~10KB). Filterable node list. Params: assetPath, graphName?, titleFilter?, classFilter? (#560) |
get_execution_flow | Trace exec pins from an entry point. Params: assetPath, graphName?, entryPoint? |
get_dependencies | Forward (classes/functions/assets) or reverse (referencers) deps. Params: assetPath, reverse? |
create | Create Blueprint. Params: assetPath, parentClass? |
add_variable | Add variable. Params: assetPath, name, varType |
set_variable_properties | Edit variable properties. Params: assetPath, name, instanceEditable?, blueprintReadOnly?, category?, tooltip?, replicationType?, exposeOnSpawn? |
create_function | Create function. Params: assetPath, functionName |
delete_function | Delete function. Params: assetPath, functionName |
rename_function | Rename function. Params: assetPath, oldName, newName |
add_node | Add graph node. For a CallFunction node bound to a custom C++ UFUNCTION, pass nodeParams {functionName, className (or targetClass) = /Script/Module.Class}; the function also resolves against the BP's own component classes and an unambiguous loaded BlueprintCallable function, producing a bound node with pins instead of a stub (#546). nodeClass='CallParent' places a 'Parent: <Function>' call bound to the parent implementation (functionName resolves against ParentClass) so an override graph can chain to the base (#688). Params: assetPath, graphName?, nodeClass, nodeParams? |
delete_node | Delete node. Params: assetPath, graphName, nodeName |
set_node_property | Set node pin default or struct property. Params: assetPath, graphName, nodeName, propertyName, value |
connect_pins | Wire nodes. Params: sourceNode, sourcePin, targetNode, targetPin, assetPath, graphName?, breakExistingSource?, breakExistingTarget? |
add_component | Add BP component. componentClass accepts short names (e.g. 'ChildActorComponent') or full paths. For a ChildActorComponent, pass childActorClass to set its ChildActorClass in the same call (a Blueprint path with or without _C, or a C++ class) (#526). Params: assetPath, componentClass, componentName?, parentComponent? (SCS parent for hierarchy - #115), childActorClass? |
remove_component | Remove SCS component. Params: assetPath, componentName |
set_component_property | Set property on SCS or inherited component. Inherited components go through the child BP's InheritableComponentHandler override template so the parent stays untouched. Pass value=null to clear a TObjectPtr/SoftObject/WeakObject/UClass/Interface reference (e.g. clear AnimClass on CharacterMesh0) (#420). Params: assetPath, componentName, propertyName, value |
set_component_override_materials | Write OverrideMaterials on a mesh-component template (StaticMeshComponent / SkeletalMeshComponent / any UMeshComponent). Pass materialPaths as a string[] of material asset paths (empty array clears). Avoids any TArray<UObject*> coercion on the generic set_component_property path (#442). Params: assetPath, componentName, materialPaths |
add_timeline_track | Add a track to a Blueprint timeline. Creates the UTimelineTemplate if missing, builds the matching curve asset (float/vector/color/event), applies keyframes, bumps TimelineLength to cover the last key, then recompiles so K2Node_Timeline regenerates its output pins. Params: assetPath, timelineName, trackName, trackType ('float'|'vector'|'color'|'event'), keyframes ([(time, value)]) |
set_capsule_size | Call UCapsuleComponent::SetCapsuleSize on a CapsuleComponent template (CharacterMovement-friendly path; raw property writes leave the visualizer stale). Pass either or both of halfHeight/radius. Returns the new + previous values. Params: assetPath, componentName, halfHeight?, radius? (#419) |
get_component_property | Read a single property value from an SCS or inherited component template. Returns the ICH override value for child BPs if one exists. Params: assetPath, componentName, propertyName |
set_class_default | Set UPROPERTY on Blueprint CDO. Pass value=null to clear an object/class/interface reference (#420). Params: assetPath, propertyName, value |
delete_variable | Delete a member variable. Params: assetPath, name |
add_function_parameter | Add input or output parameter to a function. Params: assetPath, functionName, parameterName, parameterType?, isOutput? |
set_variable_default | Set default value on a BP variable. Params: assetPath, name, value |
compile | Compile Blueprint. Params: assetPath |
list_node_types | List node types. Params: category?, includeFunctions? |
search_node_types | Search nodes. Params: query |
create_interface | Create BP Interface. Params: assetPath |
add_interface | Implement interface. Params: blueprintPath, interfacePath |
override_function | Override an inherited interface implementation (inherited via the parent class) or an overridable parent virtual function, with the matching signature so it actually binds as the override (create_function makes a blank, non-binding graph). Returns kind ('function' with a graphName, or 'event' with a nodeId in EventGraph). Event-shaped functions become override events unless preferFunction=true. Pass interfacePath to also implement the interface first if it is not present. Then wire the body with add_node (use nodeClass='CallParent' to chain to the base implementation). Params: assetPath, functionName, source? ('auto'|'interface'|'parent', advisory), preferFunction?, interfacePath? (#688) |
list_overridable_functions | List functions this Blueprint can override: inherited interface implementations and overridable parent virtuals. Each entry has name, source ('interface'|'parent'), declaringClass, canBeEvent. Params: assetPath (#688) |
list_graphs | List all graphs in a blueprint. Params: assetPath |
add_event_dispatcher | Add event dispatcher (multicast delegate variable + signature graph + UFunction). Without parameters, broadcasters fire void(). With parameters, the signature graph gets typed user pins so K2Node_CallDelegate compiles cleanly (#276). Params: blueprintPath, name, parameters?: [(name, type)] where type is bool/int/float/string/name/text/vector/rotator/transform/object:/Script/Module.Class/struct:/Script/Module.Struct |
duplicate | Duplicate blueprint asset. Params: sourcePath, destinationPath |
add_local_variable | Add function-scope local variable. Params: assetPath, functionName, name, varType? |
list_local_variables | List local variables in a function. Params: assetPath, functionName |
validate | Validate blueprint without saving (compile + collect diagnostics). Params: assetPath |
read_component_properties | Dump ALL UPROPERTYs on a BP component template incl. array contents (#105). Params: assetPath, componentName |
read_node_property | Read a node pin default OR a reflected node property for verification (#102). Params: assetPath, graphName?, nodeName, propertyName |
reparent_component | Reparent an SCS component under a new parent (#115). Params: assetPath, componentName, newParent |
reparent | Change a Blueprint's ParentClass and recompile (#138). Params: assetPath, parentClass (short name or full path) |
flush_ich | Flush orphaned InheritableComponentHandler override records (invalid component-override entries invisible to read/remove_component). Recompiles + saves. Params: assetPath |
set_actor_tick_settings | Set actor CDO tick settings (#116). Params: assetPath, bCanEverTick?, bStartWithTickEnabled?, TickInterval? |
export_nodes_t3d | Export graph nodes as T3D text (Ctrl+C equivalent) for bulk round-trip (#130). Params: assetPath, graphName?, nodeIds? (omit = whole graph) |
import_nodes_t3d | Paste a T3D node blob into a graph (Ctrl+V equivalent) for bulk authoring (#130). Params: assetPath, graphName?, t3d, posX?, posY? |
set_cdo_property | Set UPROPERTY on any C++ class CDO (not just Blueprints). Params: className, propertyName, value (#182/#183) |
get_cdo_properties | Read UPROPERTY values from any C++ class CDO. Params: className, propertyNames? (#183) |
run_construction_script | Spawn temp actor, run construction script, return generated components and transforms. Params: assetPath, location? (#195) |
compile_all | Batch compile + save Blueprints. Params: assetPaths[], save? (default true) |
author | Author a whole Blueprint in one call: optionally create it (parentClass), then add components, variables and function stubs, then compile - one agent-facing action instead of a dozen add_* round-trips. Params: assetPath, parentClass? (create/ensure the BP if given), components? [(componentClass, componentName?, parentComponent?, childActorClass?)], variables? [(name, varType)], functions? [(functionName)], compile? (default true) |
cleanup_graph | Remove orphan/corrupted nodes (no class, blank title+no pins, missing target UFunction). Params: assetPath, graphName? (default: every graph) (#285) |
connect_pins_batch | Apply many pin connections in one call (single compile + save). Params: assetPath, graphName?, connections[]: [(sourceNode, sourcePin, targetNode, targetPin)] (#267) |
set_node_position | Move a graph node to (posX, posY). Params: assetPath, graphName?, nodeId, posX, posY (#277) |
auto_layout | Topological layered layout for a graph. Eliminates the (0,0) stack from programmatic add_node. Params: assetPath, graphName?, columnGap? (default 360), rowGap? (default 200) (#277) |
diff | Semantic structural diff between two Blueprints (binary uassets are unreviewable in git). Compares parent class, variables (type/default), functions/macros, components, and per-graph node + connection deltas keyed on stable node GUIDs so edits are matched rather than shown as remove+add. Returns a structured delta plus a human summary and changeCount. Params: assetPath (base/A), otherPath (compare/B). Revision-based diffing via source control is a staged follow-up. |
level
Level actors, selection, components, level management, volumes, lights, and splines.
| Action | Description |
|---|---|
get_outliner | List actors (each row includes editorHidden - hidden in the viewport but still rendering in game). Params: classFilter?, nameFilter?, editorHidden? (filter to only hidden/only visible), world? (editor|pie|auto), limit?, includeStreaming? (#717) |
set_editor_visibility | Bulk set editor-only visibility (temporarily-hidden-in-editor). Target actorLabels[] or all=true. Params: hidden (required; true=hide, false=show), actorLabels?, all? (#717) |
place_actor | Spawn actor. Pass world:pie to spawn into the running PIE world (#585). Params: actorClass, label?, location?, rotation?, scale?, staticMesh?, material?, world? (editor|pie) |
delete_actor | Remove actor. Params: actorLabel |
get_actor_details | Inspect actor. Params: actorLabel OR actorPath, includeProperties?, propertyName?, world? (editor|pie) |
move_actor | Transform actor. Pass world:pie to move a live PIE actor (resolves labels/names from get_outliner {world:pie}) (#586). Params: actorLabel, location?, rotation?, scale?, world? (editor|pie) |
aim_actor_at | Rotate an actor so its forward (+X) points at a target. Params: actorLabel, targetPoint (Vec3) OR targetActor (label), roll? (default 0), world? (editor|pie) (#566) |
nav_project_point | Project a world point onto the navmesh. Returns onNavMesh + projectedLocation. Params: point (Vec3), extent? (Vec3, default 100), world? (editor|pie) (#585) |
select | Select actors. Params: actorLabels[] |
get_selected | Get selection |
add_component | Add component to actor. Params: actorLabel, componentClass, componentName? |
remove_component | Remove instance component from a level actor by name. Idempotent: returns alreadyDeleted=true if no matching component exists. Params: actorLabel, componentName (#426) |
set_component_property | Set component prop. Pass value=null to clear a TObjectPtr/SoftObject/WeakObject/UClass/Interface reference (#420). Resolves inherited/SCS components on placed Blueprint instances case-insensitively, and refreshes the scene transform after RelativeLocation/RelativeRotation/RelativeScale3D writes (#539). Params: actorLabel, componentName, propertyName, value |
get_component_details | Read a placed actor's component transforms. With componentName returns that component's relative+world location/rotation/scale, class, and attach parent; without it lists every component. With includeValues=true also dumps arbitrary UPROPERTY values (custom fields, CharacterMovement MaxWalkSpeed, etc.); world='pie' reads the live PIE instance (#539/#584). Params: actorLabel, componentName?, includeValues?, propertyNames? (filter), world? (editor|pie) |
get_current | Get current level name and path |
load | Load level. Params: levelPath |
save | Save current level |
list | List levels. Params: directory?, recursive? |
create | Create new level. Params: levelPath?, templateLevel? |
spawn_volume | Place volume. Params: volumeType, location?, extent?, label? |
list_volumes | List volumes. Params: volumeType? |
set_volume_properties | Edit volume. Params: actorLabel, properties |
spawn_light | Place light. Params: lightType (point|spot|directional|rect|sky), location?, rotation?, intensity?, color? ((r,g,b) 0-255), attenuationRadius? (point/spot/rect only; #723), mobility? (static|stationary|movable; default movable so the light renders without a build), label? (#331/#310) |
set_light_properties | Edit a light OR SkyLight (intensity/color now work on SkyLight too, #608). Params: actorLabel, intensity?, color?, rotation? (DirectionalLight sun angle), mobility? (static|stationary|movable), recaptureSky?, volumetricScatteringIntensity?, sourceRadius? (point/spot), innerConeAngle?/outerConeAngle? (spot) |
set_fog_properties | Edit ExponentialHeightFog incl. volumetric fog (#608). Params: actorLabel?, fogDensity?, fogHeightFalloff?, startDistance?, fogInscatteringColor?, enableVolumetricFog?, volumetricFogScatteringDistribution?, volumetricFogExtinctionScale?, volumetricFogDistance?, volumetricFogAlbedo? |
get_actors_by_class | List actors by class. Matches Blueprint subclasses of a native base via IsChildOf when className resolves to a UClass (short name, /Script path, or BP class path), else falls back to name-substring. Each actor includes location/rotation/scale. Params: className, world? (editor|pie), matchSubclasses? (default true), includeTransforms? (default true) (#675) |
get_actors_by_component_class | List actors that own a component of a given class (exact or substring match). Returns each actor plus its matchedComponents. Params: componentClass, world? (editor|pie) (#582) |
count_actors_by_class | Histogram of actor classes in the level (sorted desc). Params: world? (editor|pie), topN? (#146) |
get_runtime_virtual_texture_summary | List RuntimeVirtualTextureVolume actors + their bound VirtualTexture assets (#150) |
set_water_body_property | Set a property on an actor's WaterBodyComponent (ShapeDilation, WaterLevel, etc.). Params: actorLabel, propertyName, value |
build_lighting | Build lights. Params: quality? |
get_spline_info | Read a spline component's points, closedLoop, length, and per-point tangents/types. Works in editor or PIE (#553). Optional componentName picks a specific (custom) spline; projectPoint (Vec3) returns the closest location, inputKey, distanceAlongSpline, distanceToSpline, and tangent (#555). Params: actorLabel, componentName?, world? (editor|pie), projectPoint? |
set_spline_points | Set spline points. Params: actorLabel, points[], closedLoop? |
set_actor_material | Set material on actor. Params: actorLabel, materialPath, slotIndex? |
get_world_settings | Read world settings (GameMode, KillZ, gravity, etc.) |
set_world_settings | Set world settings. Params: defaultGameMode?, killZ?, globalGravityZ?, enableWorldBoundsChecks? |
get_actor_bounds | Get actor AABB. Params: actorLabel |
get_component_tree | Deep component-tree dump for an actor. Returns per-component: name, class, attachParent, attachSocket, mobility, visibility, relative+world transforms, tags. For PrimitiveComponents adds collisionProfile/collisionEnabled/bounds/castShadow. For StaticMeshComponent adds staticMesh + materials[]. For SkeletalMeshComponent adds skeletalMesh + skeleton + materials[]. For NiagaraComponent adds niagara{asset,active,visible} and for AudioComponent audio{sound,playing} - runtime FX state in PIE (#581). Params: actorLabel | actorPath, world? (editor|pie), componentClass? (substring filter), includeProperties? (dump UPROPERTY name/type/value per component) (#240/#241/#302/#320/#370/#353/#581) |
get_relative_transform | Compute target's transform in reference's local space (location/rotation/scale). Common dungeon/calibration workflow. Params: target (actor label), reference (actor label), world? (#386/#387) |
resolve_actor | Resolve internal/runtime actor name to editor label. Params: internalName (e.g. StaticMeshActor_141) |
set_actor_property | Set per-instance UPROPERTY on a level actor. Params: actorLabel ('WorldSettings' targets the world settings actor), propertyName (dotted paths like 'Foo.Bar' supported), value (string/number/bool/object/array; a label string resolves to an AActor* ref, and a JSON array of labels populates a TArray of actor refs #538), force? (bypass EditDefaultsOnly), world? (editor|pie) (#202/#230) |
read_actor_motion | Snapshot motion telemetry for one or many actors: location, rotation, velocity, scale, angularVelocity (when simulating physics), grounded + distanceToGround (downward 200u trace). Defaults to the PIE world with editor fallback. Loop at your sample interval for long telemetry probes. Params: actorLabel? OR actorLabels (string[]), world? ('pie'|'editor') (#453) |
add_hismc_instances | Bulk-add transforms to a HISMC / ISMC component on an actor (Python add_instance crashes on UE 5.7; this is the C++ path). Params: actorLabel, componentName? (default: first ISMC/HISMC found), transforms ([(location: (x,y,z), rotation?: (pitch,yaw,roll), scale?: (x,y,z))]), worldSpace? (default true) (#434) |
get_instance_transforms | Read every instance transform on an actor's ISMC/HISMC. Params: actorLabel, componentName? (default first), worldSpace? (default true) |
update_instance_transform | Update a single ISMC/HISMC instance by index; unspecified location/rotation/scale are preserved. Params: actorLabel, componentName?, index, location?, rotation?, scale?, worldSpace? (default true) (#697) |
remove_instance | Remove a single ISMC/HISMC instance by index. Params: actorLabel, componentName?, index (#697) |
set_nanite_settings | Enable/disable + force-build Nanite on a UStaticMesh asset (rebuilds render data immediately, not on next cook). Params: assetPath, enabled? (default true), positionPrecision? (#696) |
get_nanite_info | Read a UStaticMesh's Nanite state (naniteEnabled, positionPrecision, numLODs). Params: assetPath (#696) |
add_post_process_blendable | Add a material blendable (post-process material or MID, e.g. a toon/outline pass) to a PostProcessVolume's WeightedBlendables. Params: actorLabel (the PPV), materialPath, weight? (default 1) (#666) |
export_actor_fbx | Export an actor's skeletal/static mesh to FBX and write a metadata sidecar JSON (actor transform, mesh, materials, skeleton) for a downstream bridge (e.g. MetaTailor). Params: actorLabel, outputPath (.fbx) |
spawn_skeletal_mesh_actor | Spawn a SkeletalMeshActor for visual/deform verification. Optional per-slot materials and single-node animation preview (animSequence + loop). Returns actorLabel + boxExtent. Params: skeletalMesh, label?, location?, rotation?, scale?, materials? (path[]), animSequence?, loop? (#679/#677) |
delete_actors | Bulk-delete actors. Params: at least one of labelPrefix, className, tag; dryRun? to preview |
add_actor_tag | Append a tag to an actor's Tags array. Params: actorLabel, tag (#219) |
remove_actor_tag | Remove a tag from an actor's Tags array. Params: actorLabel, tag (#219) |
set_actor_tags | Replace an actor's Tags array. Params: actorLabel, tags[] (#219) |
list_actor_tags | List an actor's Tags. Params: actorLabel (#219) |
attach_actor | Attach actor as child. Params: childLabel, parentLabel, attachRule? (KeepWorld|KeepRelative|SnapToTarget; default KeepWorld), socketName? (#205) |
detach_actor | Detach actor from parent. Params: childLabel (#205) |
set_actor_mobility | Set actor root component Mobility. Params: actorLabel, mobility (static|stationary|movable) (#205) |
get_current_edit_level | Read the active edit-target sub-level (#204) |
set_current_edit_level | Set the active edit-target sub-level so subsequent spawns land in it. Params: levelName (e.g. SubLevel_A) (#204) |
list_streaming_sublevels | List streaming sub-levels with transform + initially-loaded/visible flags (#206) |
add_streaming_sublevel | Add a streaming sub-level. Params: levelPath, streamingClass? (LevelStreamingDynamic|LevelStreamingAlwaysLoaded), location?, initiallyLoaded?, initiallyVisible? (#206) |
remove_streaming_sublevel | Remove a streaming sub-level. Params: levelName | levelPath (#206) |
set_streaming_sublevel_properties | Update sub-level transform/visibility flags. Params: levelName | levelPath, location?, initiallyLoaded?, initiallyVisible?, editorVisible? (#206) |
spawn_grid | Batch-spawn StaticMeshActors on a grid. Params: staticMesh, min, max (Vec3 bounds), countX?, countY?, countZ?, jitter?, labelPrefix? (#203) |
batch_translate | Translate a set of actors by an offset. Params: offset (Vec3), actorLabels[] OR tag (#203) |
place_actors_batch | Bulk-spawn StaticMeshActors with per-instance mesh + transform. Params: actors[]: [(staticMesh, location?, rotation?, scale?, label?)] |
line_trace | Line trace in the editor world. Returns hit + actorLabel/actorClass/componentName/componentClass/location/impactPoint/normal/distance/faceIndex/boneName/physicalMaterial. Params: start (Vec3), end? (Vec3) OR direction? (Vec3) + distance? (default 200000), ignoreActors? (array of labels) (#420) |
snap_actor_to_floor | Snap an actor's bounds-bottom to the first downward line-trace hit. Equivalent of the End-key shortcut, works on arbitrary geometry (not just Landscape). Params: actorLabel, floorOffset? (added to impact Z, default 0), maxDistance? (default 100000) (#419) |
material
Materials: create, read, parameters, shading, textures, and graph authoring (expression nodes, connections).
| Action | Description |
|---|---|
read | Read material structure. Params: assetPath |
list_parameters | List overridable parameters. Params: assetPath |
set_parameter | Set parameter on MaterialInstance. Params: assetPath, parameterName, parameterType, value |
read_instance | Read a MaterialInstanceConstant parent and override summary. Params: assetPath |
set_instance_parent | Set a MaterialInstanceConstant parent. Params: assetPath, newParentPath (or parentPath) |
batch_set_instances | Batch reparent + reassign parameters across many Material Instances in one call. Params: instances[] = [(assetPath, parentPath?, parameters?:[(name, type (scalar|vector|texture), value)])] |
clear_instance_parameters | Clear all MaterialInstanceConstant parameter overrides. Params: assetPath |
list_static_switches | List static switch parameters on a Material or MaterialInstance. Params: assetPath |
set_static_switch | Set a MaterialInstanceConstant static switch parameter. Params: assetPath, parameterName, value, association?, parameterIndex? |
set_expression_value | Set a value on an expression node. Common typed knobs: value (constant/param default), texturePath (TextureSample/TextureSampleParameter2D default texture). For any OTHER UPROPERTY on the expression (e.g. SamplerType, SamplerSource, Group), pass propertyName + value to hit the generic reflection setter. Params: materialPath, expressionIndex, value?, texturePath?, propertyName? (#663) |
set_custom_expression | Read/write a MaterialExpressionCustom (HLSL) node: code, named inputs[] (rebuilds input pins; wire them with connect_expressions targetInput=<name>), outputType (float1|float2|float3|float4|materialAttributes), description. Omit code/inputs to read. Add the node first via add_expression expressionType=Custom. Params: materialPath, expressionIndex, code?, inputs?, outputType?, description? (#617) |
disconnect_property | Disconnect a material property input. Params: materialPath, property |
create_instance | Create material instance. Params: parentPath, name?, packagePath? |
create | Create material. Params: name, packagePath? |
create_function | Create a MaterialFunction asset. Params: name, packagePath? (default /Game/Materials/Functions), description? (#463) |
add_function_expression | Add an expression node to a MaterialFunction graph. Params: functionPath, expressionType (e.g. Constant3Vector, FunctionInput, FunctionOutput, If), positionX?, positionY?, inputName? (for FunctionInput), inputType? (Scalar|Vector2|Vector3|Vector4|Texture2D|TextureCube|StaticBool|MaterialAttributes), outputName? (for FunctionOutput) (#463) |
connect_function_expressions | Wire two expressions inside a MaterialFunction. Params: functionPath, sourceExpression (name or index), sourceOutput?, targetExpression (name or index), targetInput? (#463) |
list_function_expressions | List expression nodes inside a MaterialFunction. Params: functionPath (#463) |
create_simple | Single-call simple material. Params: name, packagePath?, baseColor? ((r,g,b)), metallic?, specular?, roughness?, emissive?, usages?[] (e.g. InstancedStaticMeshes, Nanite, NiagaraSprites) |
set_usage | Set EMaterialUsage flag(s) on a material. Params: assetPath, usage OR usages[], enabled? (default true) |
set_shading_model | Set shading model. Params: assetPath, shadingModel |
set_blend_mode | Set blend mode. Params: assetPath, blendMode |
set_domain | Set material domain. Params: assetPath, materialDomain (Surface | DeferredDecal | LightFunction | Volume | PostProcess | UI | RuntimeVirtualTexture) |
set_base_color | Set base color. Params: assetPath, color |
connect_texture | Connect texture to property. Params: materialPath, texturePath, property |
add_expression | Add expression node. Params: materialPath, expressionType, name?, parameterName?, group?, sortPriority?, defaultValue? (scalar number or (r,g,b,a) for vector params), value? (number for Constant, (r,g,b) for Constant3Vector, (x,y) for Constant2Vector), channels? ((r,g,b,a) bools for ComponentMask), positionX?, positionY? (#318) |
connect_expressions | Wire two expressions. Params: materialPath, sourceExpression, sourceOutput?, targetExpression, targetInput? |
connect_to_property | Wire expression to material output. Params: materialPath, expressionName, outputName?, property |
list_expressions | List expression nodes. Params: materialPath |
delete_expression | Remove expression. Params: materialPath, expressionName |
list_expression_types | List available expression types |
recompile | Recompile material. Pass recompileChildren=true to cascade to every MaterialInstanceConstant whose parent chain reaches this material (#421). Params: materialPath, recompileChildren? |
duplicate | Duplicate material asset. Params: sourcePath, destinationPath |
validate | Validate material graph - find orphans, broken refs. Params: assetPath |
get_shader_stats | Shader compile stats, sampler+param counts. Params: assetPath |
export_graph | Export material graph as JSON. Params: assetPath |
import_graph | Rebuild graph from JSON. Params: assetPath, nodes, propertyConnections? |
build_graph | Build graph from spec. Params: assetPath, nodes, propertyConnections? |
render_preview | Render preview PNG. Params: assetPath, outputPath, width?, height? |
begin_transaction | Begin undo transaction. Params: label? |
end_transaction | End undo transaction |
animation
Animation assets, skeletons, montages, blendspaces, anim blueprints, physics assets.
| Action | Description |
|---|---|
read_anim_blueprint | Read AnimBP structure. Params: assetPath |
read_montage | Read montage. Params: assetPath |
read_sequence | Read anim sequence. Params: assetPath |
scan_animation_tracks | Scan AnimSequence bone-track counts. Params: directory?, recursive?, assetPaths?, skeletonPath?, targetTrackCount?, includeTrackNames? |
read_blendspace | Read blendspace. Params: assetPath |
add_blend_sample | Append a sample to a BlendSpace. Params: assetPath, animation (AnimSequence path), position (x,y) (or flat x,y) (#248) |
set_blend_sample | Move an existing BlendSpace sample or swap its animation. Params: assetPath, sampleIndex, position? (x,y) (or flat x,y), animation? (#272) |
list | List anim assets. Params: directory?, recursive? |
create_montage | Create montage. Params: animSequencePath, name?, packagePath? |
create_anim_blueprint | Create AnimBP. Params: skeletonPath, name?, packagePath?, parentClass? |
create_blendspace | Create blendspace (2D). Params: skeletonPath, name?, packagePath?, axisHorizontal?, axisVertical? |
create_blendspace_1d | Create BlendSpace1D. Params: skeletonPath, name?, packagePath?, axisName? (default Speed), axisMin?, axisMax?, gridNum? (#459) |
populate_blendspace | One-call axis params + samples authoring for BlendSpace 1D/2D. Params: assetPath, axis? ((name?, min?, max?, gridNum?)) for axis 0, blendspaceAxes? (per-axis array), axisHorizontal?/axisVertical? + horizontalMin/horizontalMax/verticalMin/verticalMax/gridNumHorizontal/gridNumVertical (back-compat), samples ([(animationPath, x, y?)]), clearExisting? (default true) (#459) |
add_notify | Add notify. For PlayMontageNotify the notifyName is also written onto the spawned notify object so OnPlayMontageNotifyBegin broadcasts it (not 'None'), and montage branching-point markers refresh (#528). Params: assetPath, notifyName, triggerTime, notifyClass? |
remove_notify | Remove notify(s) by name and/or class. Pass at least one of notifyName/notifyClass; both filters AND. Idempotent: alreadyDeleted=true if no match. Params: assetPath, notifyName?, notifyClass? (#471) |
get_skeleton_info | Read skeleton. Params: assetPath |
list_sockets | List sockets. Params: assetPath |
list_skeletal_meshes | List skeletal meshes. Params: directory?, recursive? |
get_physics_asset | Read physics asset. Params: assetPath |
create_sequence | Create blank AnimSequence. Params: name, skeletonPath, packagePath?, numFrames?, frameRate? |
set_bone_keyframes | Set bone transform keyframes. Params: assetPath, boneName, keyframes |
bake_keyframes_batch | Bake per-bone keyframe arrays for many bones into an AnimSequence in one call. Auto-creates each bone track first (set_bone_keyframes silently leaves a T-pose if the track is missing), wraps the batch in one transaction, and raises if any bone fails instead of reporting hollow success (#540). Params: assetPath, tracks ([(bone, keyframes:[(location,rotation(x,y,z,w),scale?)])]), save? (default true) |
get_bone_transforms | Read reference pose transforms. Params: skeletonPath, boneNames?, space? ('local' default, or 'component' for composed parent-chain transforms - retarget-chain / anatomical-scale work) (#245) |
inspect_anim_nodes | Deep-dump the FAnimNode_* struct of anim graph nodes (PoseDriver PoseTargets/PoseAsset/RBF params/source bones, etc.) that read_anim_graph omits because it skips the 'Node' property. Params: assetPath, graphName? (default AnimGraph), nodeClass? (substring filter, e.g. 'PoseDriver') (#657) |
compare_curves_to_morph_targets | Compare an AnimSequence/PoseAsset's curve names against a SkeletalMesh's morph target names. Returns curves[], morphTargets[], matched[], curvesWithoutMorph[], morphsWithoutCurve[] - verify authored curves drive morphs without Python. Params: animPath (AnimSequence or PoseAsset), skeletalMeshPath (#656) |
set_montage_sequence | Replace the animation sequence in a montage slot. With segmentIndex, replaces only that one segment; without it, replaces every segment in the slot. Params: assetPath, animSequencePath, slotIndex? (default 0), segmentIndex? (#626) |
set_montage_properties | Set montage properties. Params: assetPath, sequenceLength?, rateScale?, blendIn?, blendOut? |
create_state_machine | Create state machine in AnimBP. Params: assetPath, name?, graphName? |
add_state | Add state to a state machine. Params: assetPath, stateMachineName, stateName |
add_transition | Add directed transition between states. Params: assetPath, stateMachineName, fromState, toState |
set_state_animation | Assign anim asset to state. Params: assetPath, stateMachineName, stateName, animAssetPath |
set_transition_blend | Set blend type/duration on transition. Params: assetPath, stateMachineName, fromState, toState, blendDuration?, blendLogic? |
set_transition_condition | Set a transition's 'can enter transition' condition from a bool variable, keyed by transition (not graph name - every rule graph is named 'Transition' so blueprint graph tools can only reach the first). Wires VariableGet(bool) -> bCanEnterTransition, replacing any prior condition. Identify the transition by transitionGuid (from add_transition/read_state_machine) OR fromState+toState. Params: assetPath, stateMachineName, variableName (existing bool var), transitionGuid? OR fromState?+toState?, negate? (default false) (#707) |
read_state_machine | Read state machine topology. Params: assetPath, stateMachineName |
read_anim_graph | Read AnimBP AnimGraph nodes with properties & pins. Params: assetPath, graphName? |
add_curve | Add float curve to AnimSequence. Params: assetPath, curveName, curveType? |
set_anim_curve_keys | Set float-curve key VALUES on an AnimSequence (add_curve only creates an empty named curve). Adds the curve if missing, then replaces its keys. Use for authoring Distance/Speed/any float curve directly. Params: assetPath, curveName, keys ([(time, value, interp?('linear'|'constant'|'cubic'))]), interpolation? (default 'linear') (#712) |
apply_animation_modifier | Instantiate a UAnimationModifier subclass and run it on an AnimSequence. Headline use: modifierClass='DistanceCurveModifier' bakes a Distance curve from the clip's root motion for distance matching (bake root motion first). Registers the modifier on the sequence. DistanceCurveModifier ships in the 'Animation Locomotion Library' plugin (off by default). Params: assetPath, modifierClass, props? (e.g. (CurveName, Axis, bStopAtEnd, StopSpeedThreshold, SampleRate)) (#712) |
set_montage_slot | Set slot name on a montage track. Params: assetPath, slotName, trackIndex? |
add_montage_section | Add composite section to montage. Params: assetPath, sectionName, startTime?, linkedSection? |
create_ik_rig | Create IKRigDefinition asset, optionally with retargetRoot + chains[]. Params: name, skeletalMeshPath, packagePath?, retargetRoot?, chains?: [(name, startBone, endBone, goal?)] |
read_ik_rig | Read IK Rig chains, solvers, skeleton. Params: assetPath |
list_control_rig_variables | List ControlRig variables and hierarchy. Params: assetPath |
read_control_rig_hierarchy | Read a Control Rig's per-element hierarchy metadata: each element's name, type (Bone|Control|Null|Curve...), index, and parent. Params: assetPath (#619) |
set_root_motion | Set root motion settings on AnimSequence. Params: assetPath, enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock? |
add_virtual_bone | Add virtual bone. Params: skeletonPath, sourceBone, targetBone |
remove_virtual_bone | Remove virtual bone. Params: skeletonPath, virtualBoneName |
create_composite | Create AnimComposite. Params: name, skeletonPath, packagePath? |
list_modifiers | List applied animation modifiers. Params: assetPath |
create_ik_retargeter | Create IKRetargeter asset and (default) initialize the UE 5.7 ops stack: assigns sourceRig+targetRig to all ops, runs AutoMapChains. Returns chainsMapped count. Params: name, packagePath?, sourceRig?, targetRig?, autoMapChains? (default true) (#246) |
read_ik_retargeter | Read IKRetargeter: source/target rigs and chain mappings. Params: assetPath (#246) |
set_ik_rig_mesh | Set the preview/source skeletal mesh on an EXISTING IK Rig. Params: rigPath, meshPath (#701) |
set_ik_retargeter_rig | Set the source or target IK Rig on an EXISTING IK Retargeter. Params: retargeterPath, rigPath, side? (source|target, default target) (#703) |
auto_align_retarget_pose | Auto-align all bones of the source/target retarget pose (chain-to-chain) - fixes a retargeter that outputs a static reference pose. Params: retargeterPath, side? (source|target, default target) (#701) |
reset_retarget_pose | Reset the current retarget pose (all bones) to the reference pose. Params: retargeterPath, side? (source|target, default target) (#701) |
batch_retarget_animations | Bake a set of source AnimSequences onto the target skeleton through an IK Retargeter (RunBatchRetarget). Params: retargeterPath, sourceMesh, targetMesh, animPaths[], outputPath? (default: alongside source), prefix?, suffix? (default _Retargeted), overwrite? (#701) |
set_anim_blueprint_skeleton | Set target skeleton on AnimBP. Params: assetPath, skeletonPath |
read_bone_track | Read bone transform samples from AnimSequence. Params: assetPath, boneName, frames?: [int] |
create_pose_search_database | Create a PoseSearchDatabase asset (motion matching). Params: name, packagePath?, schemaPath? |
set_pose_search_schema | Set the Schema on an existing PoseSearchDatabase. Params: assetPath, schemaPath |
add_pose_search_sequence | Append an AnimSequence/AnimComposite/AnimMontage/BlendSpace to a PoseSearchDatabase, with optional per-clip flags. Params: assetPath, sequencePath, mirror? ('original'|'mirrored'|'both'), disableReselection?, sampleStart?, sampleEnd?, enabled? (#684) |
set_pose_search_clips | Author the whole clip list of a PoseSearchDatabase in one call (the 'duplicate a stock PSD, swap its clips' pipeline step). Replaces the list by default. Each clip carries per-entry flags. Params: assetPath, clips ([(sequencePath, mirror? ('original'|'mirrored'|'both'), disableReselection?, sampleStart?, sampleEnd?, enabled?)] - a bare string path also works), clearExisting? (default true) |
build_pose_search_index | Build (or rebuild) the search index. Params: assetPath, wait? (default true) |
read_pose_search_database | Inspect a PoseSearchDatabase: schema, animation entries, cost biases, tags. Params: assetPath |
set_pose_search_database_settings | Tune a PoseSearchDatabase: cost biases, KD-tree neighbours, search mode, PCA components, normalization set. Params: assetPath, continuingPoseCostBias?, baseCostBias?, loopingCostBias?, kdTreeQueryNumNeighbors?, numberOfPrincipalComponents?, poseSearchMode? ('bruteforce'|'pcakdtree'|'vptree'|'eventonly'), normalizationSetPath? (motion matching) |
create_pose_search_schema | Create a PoseSearchSchema (the feature definition a database indexes against). Binds a skeleton (and optional mirror table) and, by default, adds Trajectory+Pose default channels so the schema is immediately buildable. Refine with add_pose_search_schema_*_channel. Params: name, skeletonPath, packagePath?, mirrorDataTablePath?, sampleRate?, addDefaultChannels? (default true) (motion matching) |
add_pose_search_schema_pose_channel | Add a Pose feature channel to a schema (samples named bones for velocity/position/rotation/phase). Params: schemaPath, bones ([(bone, flags?:['velocity','position','rotation','phase'], weight?)] - a bare bone-name string defaults to position), weight? (motion matching) |
add_pose_search_schema_trajectory_channel | Add a Trajectory feature channel to a schema (past/future motion samples). Params: schemaPath, samples ([(offset (seconds; negative=history, positive=prediction), flags?:['position','velocity','facingDirection','velocityDirection', ...XY variants], weight?)]), weight? (motion matching) |
read_pose_search_schema | Inspect a PoseSearchSchema: skeleton(s), mirror table, sample rate, feature channels. Params: schemaPath (motion matching) |
create_mirror_data_table | Create a MirrorDataTable for a skeleton (needed for mirrored poses in motion matching / mirror nodes). Auto-derives bone-pair rows from find/replace expressions (defaults to UE mannequin _l/_r suffix swap). Params: name, skeletonPath, packagePath?, expressions? ([(find, replace, method?:'suffix'|'prefix'|'regex')]), mirrorAxis? (motion matching) |
read_mirror_data_table | Inspect a MirrorDataTable: skeleton and bone-pair rows (name -> mirroredName). Params: assetPath (motion matching) |
create_pose_search_normalization_set | Create a PoseSearchNormalizationSet grouping databases so they normalize their cost space together (consistent blending across a locomotion set). Assign it via set_pose_search_database_settings(normalizationSetPath). Params: name, packagePath?, databases? ([PoseSearchDatabase paths]) (motion matching) |
add_motion_matching_node | Add a Motion Matching node to an AnimBP AnimGraph and point it at a PoseSearchDatabase (the runtime node that searches the database each frame). Connects its output to the Output Pose by default. For chooser-driven database selection, bind an anim-node function that calls SetDatabasesToSearch. Params: assetPath (AnimBP), databasePath, graphName? (default AnimGraph), connectToOutput? (default true), blendTime? (motion matching) |
add_pose_history_node | Add a Pose History (PoseSearchHistoryCollector) node to an AnimBP AnimGraph - the Motion Matching node needs it in the graph to query pose/trajectory history. Defaults to self-generated trajectory (no external trajectory pin needed) and inserts itself into the pose chain feeding the Output Pose. Params: assetPath (AnimBP), graphName? (default AnimGraph), poseCount?, samplingInterval?, generateTrajectory? (default true), trajectoryHistoryCount?, trajectoryPredictionCount?, insertBeforeOutput? (default true) (motion matching) |
set_motion_matching_chooser | Drive the Motion Matching node's Database from a ChooserTable so the database is selected at runtime by character state. Wires a thread-safe EvaluateChooser (result typed to PoseSearchDatabase) into the MM node's Database pin. contextSource selects what the chooser reads its columns from: 'self' (default, the anim instance - choosers branching on AnimBP variables) or 'pawn' (the owning pawn via TryGetPawnOwner - choosers branching on character/pawn state). Params: assetPath (AnimBP), chooserPath (ChooserTable), graphName? (default AnimGraph), contextSource? ('self'|'pawn') (motion matching) |
add_sequence_evaluator | Add a Sequence Evaluator node (explicit-time player) to an AnimBP graph - the node distance matching drives by setting its ExplicitTime each frame. graphName can be the top-level AnimGraph or a state's inner graph (pass the state name). Defaults bTeleportToExplicitTime=false so time advances and root motion extracts. Connects to the Output Pose / state result by default. Returns nodeGuid for bind_anim_node_function. Params: assetPath (AnimBP), sequencePath?, graphName? (default AnimGraph), explicitTime?, shouldLoop?, teleportToExplicitTime? (default false), connectToOutput? (default true) (#713) |
bind_anim_node_function | Bind a thread-safe anim-node function to an anim graph node's update slot - the mechanism distance matching uses to advance a Sequence Evaluator's explicit time (function calls AnimDistanceMatchingLibrary::DistanceMatchToTarget / AdvanceTimeByDistanceMatching). The function must already exist on the AnimBP as a BlueprintThreadSafe function. Identify the node by nodeGuid. Params: assetPath (AnimBP), nodeGuid, functionName, graphName? (default AnimGraph), binding? ('update' (default)|'becomeRelevant'|'initialUpdate') (#713) |
set_sequence_properties | Batch-set properties on AnimSequence assets. If a path is a Montage and resolveFromMontages is true (default), resolves to its first AnimSequence. Params: assetPaths[], properties(enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock?), resolveFromMontages? |
bake_root_motion_from_bone | Bake delta translation from a source bone (e.g. pelvis) onto the root bone across the whole sequence; compensates the source bone so world-space position is unchanged. Params: assetPath, sourceBone, rootBone? (default 'root'), axes? (default ['x','y']), interpolation? ('linear'|'per_frame', default 'linear') |
get_bone_transform | Read a bone or socket transform on a live actor's SkeletalMeshComponent. Wraps GetBoneTransform / GetSocketTransform. Params: actorLabel, boneName (or socket name), componentName? (default: CharacterMesh0 / Mesh / first SK component), world? (auto|pie|game|editor, default auto), space? (world|component|local, default world) |
list_bones | List bones in a live actor's SkeletalMeshComponent ref skeleton (name, index, parent). Params: actorLabel, componentName?, world? (auto|pie|game|editor, default auto) (#420) |
rebind_leader_pose | Re-bind every secondary SkeletalMeshComponent on an actor to a body component (default CharacterMesh0 / Mesh). One-call fix for the 'character explodes after rotating the actor' failure mode. Params: actorLabel, bodyComponent? (#419) |
preview_animation | Toggle bUpdateAnimationInEditor + VisibilityBasedAnimTickOption=AlwaysTickPoseAndRefreshBones on every SkeletalMeshComponent of an actor. Bypasses the 'cannot be edited on templates' guard for level instances. Params: actorLabel, enabled (#419/#420) |
landscape
Landscape terrain: info, layers, sculpting, painting, materials, heightmap import.
| Action | Description |
|---|---|
get_info | Get landscape setup |
list_layers | List paint layers |
sample | Sample height/layers. Params: x, y |
list_splines | Read landscape splines |
get_component | Inspect component. Params: componentIndex |
set_material | Set landscape material. Params: materialPath |
add_layer_info | Register paint layer (creates LayerInfo asset + binds to active landscape). Params: layerName, packagePath?, weightBlended? |
create_layer_info | Standalone LayerInfo asset creation - no landscape required. Params: layerName, name? (default LI_[layerName]), packagePath? (default /Game/Landscape/LayerInfos), physMaterial? (asset path), hardness? (#251) |
create | Spawn a new ALandscape with a flat heightmap. Defaults match the Editor's Landscape Mode 'create new' (8x8 components, 63 quads/subsection, 2 subsections/component = 1016x1016 quads). Params: location? (Vec3), scale? (Vec3, default 100,100,100), componentCountX? (default 8), componentCountY? (default 8), subsectionSizeQuads? (one of 7|15|31|63|127|255, default 63), numSubsections? (1|2, default 2), heightOffset? (uint16, default 32768 = mid-elevation), label? (#303) |
get_material_usage_summary | Per-proxy summary: landscape/hole material paths + component/grass/nanite counts (#150) |
list_proxies | Enumerate loaded World Partition LandscapeStreamingProxy actors with per-proxy worldBounds (origin/extent), plus loadedProxies + parentLandscapes counts. Only loaded proxies appear (unloaded are not spawned) - confirm a proxy is streamed in before trusting a layer/height readback (#733) |
find_proxy_at | Resolve which loaded LandscapeStreamingProxy covers a world X/Y. Returns found/loaded + label, or loaded:false when the covering proxy is streamed out. Params: worldX, worldY (#733) |
pcg
Procedural Content Generation: graphs, nodes, connections, execution, volumes.
| Action | Description |
|---|---|
list_graphs | List PCG graphs. Params: directory?, recursive? |
read_graph | Read graph structure. Params: assetPath |
read_node_settings | Read node settings. Params: assetPath, nodeName |
get_components | List PCG components in level |
get_component_details | Inspect PCG component. Params: actorLabel |
create_graph | Create graph. Params: name, packagePath? |
add_node | Add node. Params: assetPath, nodeType, nodeName? |
connect_nodes | Wire nodes. Params: assetPath, sourceNode, sourcePin, targetNode, targetPin |
disconnect_nodes | Remove a wired edge between two PCG nodes. Params: assetPath, sourceNode, targetNode, sourcePin? (default: any), targetPin? (default: any) |
set_node_settings | Set node params. Params: assetPath, nodeName, settings |
set_static_mesh_spawner_meshes | Populate weighted MeshEntries on a PCGStaticMeshSpawner node (#145). Params: assetPath, nodeName, entries=[(mesh, weight?)], replace? (default true) |
remove_node | Remove node. Params: assetPath, nodeName |
execute | Regenerate PCG. Params: actorLabel |
force_regenerate | Force a stuck PCG component to regenerate (clears graph ref, re-sets, cleanup+generate). Params: actorLabel (#146) |
cleanup | Cleanup a PCG component (remove spawned content). Params: actorLabel, removeComponents? (default true) (#146) |
toggle_graph | Toggle a PCG component's graph assignment to force reinit (no generate). Params: actorLabel, graphPath? (#146) |
add_volume | Place PCG volume. Params: graphPath, location?, extent? |
import_graph | Bulk-author a PCG graph from JSON. Params: assetPath, nodes=[(name,class,posX?,posY?,settings?)], connections=[(from,fromPin?,to,toPin?)], replace? (default false) |
export_graph | Export a PCG graph as JSON. Params: assetPath, includeSettings? (default true) |
foliage
Foliage painting, types, sampling, and settings.
| Action | Description |
|---|---|
list_types | List foliage types in level |
get_settings | Read foliage type settings. Params: foliageTypeName |
sample | Query instances in region. Params: center, radius, foliageType? |
create_type | Create foliage type from mesh. Params: meshPath, name?, packagePath? |
set_settings | Modify type settings. Params: foliageTypeName, settings |
niagara
Niagara VFX: systems, emitters, spawning, parameters, and graph authoring.
| Action | Description |
|---|---|
list | List Niagara assets. Params: directory?, recursive? |
get_info | Inspect system. Params: assetPath |
spawn | Spawn VFX as a transient component (GC's before offscreen capture). For a findable preview use spawn_actor. Params: systemPath, location, rotation?, label? |
spawn_actor | Spawn a PERSISTENT, labeled NiagaraActor in the editor world (findable, re-activatable, survives capture - unlike spawn). Assigns the system and activates. Params: systemPath, location?, rotation?, label?, activate? (default true) (#537) |
reactivate | Reset + reactivate the NiagaraComponent on a placed actor (replay a burst before capturing). Params: actorLabel (#537) |
set_parameter | Set parameter. Params: actorLabel, parameterName, value, parameterType? |
create | Create system. Params: name, packagePath? |
create_emitter | Create Niagara emitter. Params: name, packagePath?, templatePath? |
add_emitter | Add emitter to system. Params: systemPath, emitterPath |
list_emitters | List emitters in system. Params: systemPath |
set_emitter_property | Set emitter property. Params: systemPath, emitterName?, propertyName, value |
list_modules | List Niagara modules. Params: directory? |
get_emitter_info | Inspect emitter. Params: assetPath |
list_renderers | List renderers on an emitter. Params: systemPath, emitterName?, emitterIndex? |
add_renderer | Add renderer (sprite/mesh/ribbon or full class). Params: systemPath, rendererType, emitterName?, emitterIndex? |
remove_renderer | Remove renderer by index. Params: systemPath, rendererIndex, emitterName?, emitterIndex? |
set_renderer_property | Set renderer bool/number/string property. Params: systemPath, rendererIndex, propertyName, value, emitterName?, emitterIndex? |
inspect_data_interfaces | List user-scope data interfaces. Params: systemPath |
create_system_from_spec | Declaratively create a system + emitters. Params: name, packagePath?, emitters?:[(path)] |
get_compiled_hlsl | Read GPU compute script info for an emitter. Params: systemPath, emitterName?, emitterIndex? |
list_system_parameters | List user-exposed system parameters. Params: systemPath |
list_module_inputs | List modules + their input pins for an emitter. Params: systemPath, emitterName?, emitterIndex?, stackContext? (ParticleSpawn|ParticleUpdate|EmitterSpawn|EmitterUpdate|all - default all) |
set_module_input | Set literal default on a module input pin. Params: systemPath, moduleName, inputName, value, emitterName?, emitterIndex?, stackContext? |
list_static_switches | List static switch inputs on a module. Params: systemPath, moduleName, emitterName?, emitterIndex?, stackContext? |
set_static_switch | Set static switch value on a module's function call node. Params: systemPath, moduleName, switchName, value, emitterName?, emitterIndex?, stackContext? |
create_module_from_hlsl | Create a NiagaraScript module backed by a custom HLSL node. Params: name, hlsl, packagePath?, inputs?:[(name,type)], outputs?:[(name,type)] |
create_scratch_module | Create empty Niagara scratch module. Params: name, packagePath?, inputs?:[(name,type)], outputs?:[(name,type)] (#185) |
batch | Run a sequence of niagara operations against the bridge in order. Fails fast on the first error (returns results up to that point + error). Params: ops:[(action, params)] where action is any niagara subaction listed above |
audio
Audio: the full UE5 audio stack authored end-to-end - sound assets, playback, MetaSound + SoundCue graph authoring, submixes and effect chains, sound classes/mixes, concurrency, attenuation, and spatialization. Nothing here creates an empty placeholder; every asset is authorable to a working state.
Assets and playback
| Action | Description |
|---|---|
list | List sound assets (SoundWave, SoundCue, MetaSoundSource) under a directory, paginated. Params: directory? (default /Game), recursive? (default true), maxResults? (default 1000), offset? (default 0). Returns assets, count, total, offset, hasMore, nextOffset. |
extract_pcm | Decode a USoundWave's imported audio to in-memory PCM (no intermediate file) for semantic sound search / analysis. Returns sampleRate, numChannels, numFrames, durationSeconds, and 16-bit PCM base64 (interleaved). Params: soundPath, maxSeconds? (cap the decoded window), downmixMono? (default false) |
import_audio | Import a WAV/OGG/FLAC file as a USoundWave. Returns durationSeconds, numChannels, looping. Params: filePath, name?, packagePath? (default /Game/Audio), looping?, replaceExisting? (default true) |
play_at_location | Play a sound in the editor world. Params: soundPath, location, volumeMultiplier?, pitchMultiplier? |
spawn_ambient | Place an AmbientSound actor. Params: soundPath, location, label? |
MetaSound graph authoring
Prefer metasound_author - it stamps a whole graph in one call. The granular actions are for incremental edits to a graph created with create_metasound in the same editor session.
| Action | Description |
|---|---|
metasound_author | One-shot: stamp a whole MetaSound graph from a declarative spec. Params: name, packagePath?, format? (mono|stereo), oneShot?, inputs? [(name,dataType,default?)], outputs? [(name,dataType)], nodes? [(id,class,namespace?,variant?,majorVersion?,inputs?)], connections? [(from,to)]. Connection endpoints are nodeId:vertex, or the special heads input:[name], output:[name], audioOut:[channel]. Each element reports its own ok/error; builds and saves at the end. |
create_metasound | Create an empty MetaSoundSource and open a builder session for incremental authoring. Params: name, packagePath? (default /Game/Audio/MetaSounds), format?, oneShot? |
metasound_add_node | Add a node by registered class name. Params: assetPath, nodeClassName, nodeNamespace? (default UE), nodeVariant?, majorVersion? |
metasound_add_input / metasound_add_output | Add a graph input/output. Params: assetPath, name, dataType, defaultValue? |
metasound_connect | Connect node output vertex to node input vertex. Params: assetPath, fromNodeId, fromOutput, toNodeId, toInput |
metasound_connect_input / metasound_connect_output / metasound_connect_audio_out | Connect a graph input to a node, a node to a graph output, or a node to the source audio output (channel?). |
metasound_set_default | Set a default on a node input or graph input. Params: assetPath, value, dataType?, (nodeId + inputName) or graphInput |
metasound_build | Write the builder document to the asset and save. Params: assetPath |
metasound_list_node_classes | List common MetaSound node classes to add. Params: filter? |
metasound_get_graph | Report a MetaSound's builder-session state. Params: assetPath |
SoundCue graph authoring
| Action | Description |
|---|---|
cue_author | One-shot: create a SoundCue and stamp its whole node tree. Params: name, packagePath?, nodes [(id,type,soundWavePath?,properties?)], connections [(parent,child,index?)] (omit parent => root), root?. Node types: wave_player, mixer, random, modulator, attenuation, looping, concatenator, delay, switch. |
create_cue | Create a SoundCue, optionally seeded from a wave. Params: name, packagePath?, soundWavePath? |
cue_add_node | Add a node to a cue graph. Params: cuePath, nodeType, soundWavePath?, properties? |
cue_connect | Connect a node as a child of another (or as root). Params: cuePath, parentNodeId?, childNodeId, childIndex? |
cue_get_graph | Read a cue node graph. Params: cuePath |
Mixing, routing, and spatialization
| Action | Description |
|---|---|
create_submix | Create a USoundSubmix, optionally parented. Params: name, packagePath?, parentPath?, outputVolume?, wetLevel?, dryLevel? |
set_submix_parent | Reparent a submix. Params: submixPath, parentPath (empty detaches) |
add_submix_effect | Append an effect preset to a submix's chain (creates the preset). Params: submixPath, effectType (reverb|eq|dynamics|filter|delay), name?, packagePath?, settings? |
create_sound_class | Create a USoundClass. Params: name, packagePath?, parentPath?, properties? |
create_sound_mix | Create a USoundMix with class adjusters. Params: name, packagePath?, adjusters? [(soundClassPath, volumeAdjuster?, pitchAdjuster?, applyToChildren?)], fadeInTime?, fadeOutTime? |
create_concurrency | Create a USoundConcurrency. Params: name, packagePath?, maxCount?, limitToOwner?, resolutionRule?, volumeScale? |
create_attenuation | Create a USoundAttenuation. Params: name, packagePath?, settings?, falloffDistance?, spatialize?, enableOcclusion? |
set_sound_submix | Set a sound's base submix. Params: soundPath, submixPath |
add_sound_submix_send | Add a submix send to a sound. Params: soundPath, submixPath, sendLevel? |
set_sound_class | Assign a sound class. Params: soundPath, soundClassPath |
set_sound_attenuation | Attach an attenuation asset. Params: soundPath, attenuationPath |
set_sound_concurrency | Attach a concurrency asset. Params: soundPath, concurrencyPath |
set_property | Set any UPROPERTY on an audio asset (dotted path, nested structs/arrays/object refs). Params: assetPath, propertyName, value |
Example - a one-call sine synth routed through a music submix:
audio(action="metasound_author",
name="Hum", packagePath="/Game/Audio/MetaSounds", format="mono", oneShot=false,
nodes=[{ "id": "osc", "class": "Sine", "variant": "Audio", "inputs": { "Frequency": 220.0 } }],
connections=[{ "from": "osc:Audio", "to": "audioOut:0" }])
audio(action="create_submix", name="Music", packagePath="/Game/Audio/Submixes")
audio(action="add_submix_effect", submixPath="/Game/Audio/Submixes/Music.Music", effectType="reverb")
audio(action="set_sound_submix", soundPath="/Game/Audio/MetaSounds/Hum.Hum", submixPath="/Game/Audio/Submixes/Music.Music")widget
UMG Widget Blueprints, Editor Utility Widgets, and Editor Utility Blueprints.
| Action | Description |
|---|---|
read_tree | Read widget hierarchy. Params: assetPath |
get_details | Inspect widget (curated subset). Params: assetPath, widgetName |
get_properties | Full reflected property dump for a widget - every UPROPERTY (RenderOpacity, Visibility, ColorAndOpacity, Border padding/colors, Image brush TintColor/ImageSize, fonts, etc.) plus the slot block, for diagnosing visual bugs get_details omits. Pass includeSubtree to also dump children (#547). Params: assetPath, widgetName, includeSubtree? |
list_bindings | List designer property bindings on a WidgetBlueprint (the UE 5.7 Python API keeps them protected). Returns {widgetName, propertyName, functionName, bindingType}. Optional filterWidgetName/filterProperty (#530). Params: assetPath, filterWidgetName?, filterProperty? |
clear_binding | Remove designer binding(s) matching widgetName (and optional propertyName) from a WidgetBlueprint without opening the editor. Idempotent (#530). Params: assetPath, widgetName, propertyName? |
set_property | Set widget property. Slot struct props take UE struct text that persists every field - Slot.Size=(Value=1.0,SizeRule=Fill), Slot.Padding=(Left=8,Top=8,Right=8,Bottom=8) - or a nested field path like Slot.Size.Value / Slot.Padding.Left; an invalid value errors instead of silently writing 0 (#532). Params: assetPath, widgetName, propertyName, value |
set_style | Set a full/nested style struct on a widget from JSON (FButtonStyle, FEditableTextBoxStyle, FSlateFontInfo, FSlateColor and their nested brushes) - what set_property's scalar path can't express. value is a JSON object mirroring the struct. Params: assetPath, widgetName, propertyName (e.g. WidgetStyle), value (#563) |
reorder_child | Reorder a widget among its parent panel's children (move to a sibling index) - e.g. insert a new row BETWEEN two existing children. move_widget only reparents. Params: assetPath, widgetName, index (#635) |
bulk_set_properties | Apply many {widgetName, propertyName, value} style/property writes to a WidgetBlueprint in one call (single compile+save) - font/color/style stylesheet across many widgets. Params: assetPath, properties[] (#563) |
list | List Widget BPs. Params: directory?, recursive? |
read_animations | Read UMG animations. Params: assetPath |
create | Create Widget BP. Params: name, packagePath?, parentClass? |
create_utility_widget | Create editor utility widget. Params: name, packagePath? |
run_utility_widget | Open editor utility widget. Params: assetPath |
create_utility_blueprint | Create editor utility blueprint. Params: name, packagePath? |
run_utility_blueprint | Run editor utility blueprint. Params: assetPath |
add_widget | Add widget to widget tree. Params: assetPath, widgetClass, widgetName?, parentWidgetName? |
remove_widget | Remove widget from tree. Params: assetPath, widgetName |
move_widget | Reparent widget. Params: assetPath, widgetName, newParentWidgetName |
set_root | Replace WBP root with an existing widget by name (#365). Params: assetPath, widgetName |
wrap_root | Wrap the current root in a new panel widget (UMG 'Wrap With'). Params: assetPath, wrapperClass (must be a UPanelWidget subclass), wrapperName? (#365) |
list_classes | List available widget classes |
list_runtime | (#160) List live UUserWidget instances in the PIE world. Params: classFilter?, namePrefix?, viewportOnly? |
get_runtime | (#160) Inspect a live PIE widget tree with text/visibility/brush/percent plus style values: renderOpacity (all), colorAndOpacity (TextBlock/Image), Border brushColor/contentColorAndOpacity (#592). Params: widgetName? | className?, childName?, maxDepth? |
get_runtime_delegates | (#161) Read delegate binding state on a live PIE widget. Params: widgetName, className? |
add_to_viewport | (#602) Instantiate a WidgetBlueprint and add it to the live PIE viewport for visual verification. Requires PIE running. Params: assetPath (WidgetBlueprint path), zOrder? |
invoke_runtime_function | (#559) Fire a UI interaction on a live PIE widget: a parameterless UFUNCTION (functionName) on the located UserWidget, OR a button click via childName (broadcasts the child UButton's OnClicked). Locate the widget with widgetName or className. Params: widgetName?|className?, functionName?, childName? |
editor
Editor commands, Python execution, PIE, undo/redo, hot reload, viewport, performance, sequencer, build pipeline, logs, editor control.
| Action | Description |
|---|---|
start_editor | Launch Unreal Editor with the current project and reconnect bridge |
stop_editor | Close Unreal Editor gracefully |
restart_editor | Stop then start the editor |
build_project | Build the project's C++ code using Unreal Build Tool. Editor should be stopped first |
execute_command | Run console command. Params: command |
execute_python | GATED LAST RESORT. execute_python is unreachable until a semantic tool search over your taskSummary has been run AND every candidate it returns is EXPLICITLY ruled out with a stated reason. Flow: (1) call with taskSummary (+code) - it returns the candidate actions; (2) re-call with the same taskSummary/code PLUS ruledOut=[{action, reason}] giving a specific reason each candidate does not fit. Python runs only once every candidate is ruled out. Params: code, taskSummary (required), ruledOut?, resultVariable? (name of a top-level variable to return as result, separate from print()/log; #732) (#704) |
run_python_file | Run a Python file from disk with file/name populated (#142). Params: filePath, args?, resultVariable? (return a named top-level variable as result, separate from logs; #732) |
purge_python_modules | Purge cached embedded-Python modules whose name starts with a prefix, so the editor drops stale code after you edit a Python tool on disk. Returns the purged names + count. Params: prefix (required, non-empty) (#719) |
set_property | Set UObject property. Saves the package to disk by default; pass save=false to leave it dirty in-memory (batch many writes, then editor(save_dirty)/asset(save)) (#674). Params: objectPath, propertyName, value, save? (default true) |
get_property | Read UObject property. Params: objectPath, propertyName |
describe_object | Describe a UObject and optionally list/read properties. Params: objectPath, includeProperties?, includeValues?, propertyNames? |
play_in_editor | PIE control. Params: pieAction (start|stop|status), waitForAssetRegistry? (start only; default true - block until the AssetRegistry initial scan completes before requesting PIE, otherwise PIE silently no-ops on cold editor starts), assetRegistryTimeoutSeconds? (default 180) (#406) |
get_runtime_value | Read PIE actor property. Params: actorLabel, propertyName (supports dotted paths: component.field or component.struct.field for nested reads on component subobjects, #344/#381) |
get_pie_pawn | Resolve the controlled pawn in the active PIE world. Params: playerIndex? (default 0) |
invoke_function | Call a BlueprintCallable / Exec UFUNCTION on a target actor or one of its components. Params: actorLabel, functionName, component? (component subobject name; redirects target from the actor to that component, #382), args? (object), actorArgs? (object mapping UObject* parameter name to actor label, resolved against live actors in the active world; #383), world? (editor|pie) |
invoke_static_function | Call a static UFUNCTION on a UBlueprintFunctionLibrary (no actor instance). invoke_function needs an actor/component target; this targets the library class CDO instead, so it reaches static *_BlueprintOnly libraries (Voxel sculpt/query/stamp), GeometryScript, Kismet math, any function library. Params: className (short name or /Script/Module.Class path), functionName, args? (name -> JSON value, same marshalling as invoke_function), actorArgs? (name -> actor label for UObject* params that are actors, e.g. the sculpt actor), worldContextParam? (name of a UObject* param to fill with the editor/PIE world; auto-detected for params named WorldContextObject), world? (editor|pie) |
list_function_libraries | Enumerate UBlueprintFunctionLibrary subclasses on this build. Filter by name (case-insensitive substring, e.g. 'GeometryScript' / 'Kismet' / 'Animation'). Returns name, module, and (by default) every static BlueprintCallable function on the library with its tooltip. Use to discover what's available for editor.invoke_function (#455). Params: pattern?, includeFunctions? |
set_pie_time_scale | Fast-forward PIE game time. Params: factor (>0) |
hot_reload | Hot reload C++ |
undo | Undo last transaction |
redo | Redo last transaction |
get_perf_stats | Editor performance stats |
run_stat | Run a stat overlay. A bare name (e.g. 'unit','fps','game','gpu') is prefixed with 'stat '; or pass a full command. Params: name? OR command? (#722) |
set_scalability | Set rendering quality via the Scalability system (actually applies + persists, not just sg.* cvars). Params: level (Low|Medium|High|Epic|Cinematic) |
set_cvars | Bulk-set console variables. Params: cvars ((name: value) object OR [(name, value)] array) |
capture_screenshot | Screenshot. target=pie captures the actual PIE game viewport with UI + on-screen debug canvas (what the player sees), even in Play-in-New-Window; target=editor captures the level viewport; target=window synchronously captures the whole active Slate window (pixel-true for ALL Slate/UMG UI, works unfocused/off-screen — the reliable mode for agent visual QA of game UI). Returns includesDebugCanvas, and window title + width/height for target=window. Params: filename?, resolution?, target? (auto|pie|editor|window; auto routes to PIE when running) (#226/#724) |
capture_scene_png | Headless PNG screenshot via SceneCapture2D (works unfocused, guaranteed RGBA8 LDR). focusActorLabel auto-frames the camera on an actor's bounds; world:pie captures the running game world (#599). Params: outputPath, location?, rotation?, focusActorLabel?, focusDirection?, focusMargin?, world? (editor|pie), width? (default 1280), height? (default 720), fov? (default 90) (#148/#599) |
set_realtime | Toggle realtime update on the level editor viewports so the editor-world sim (Niagara, anims) ticks - otherwise capture_scene_png renders an unticked, empty sim. Params: enabled (default true) (#537) |
get_viewport | Get viewport camera |
hit_test_viewport_pixel | Ray-cast from a screen pixel through the active editor viewport and return the first hit. Builds the ray from the live viewport's projection matrix (no FOV/aspect guessing). Returns hit + actorLabel/actorClass/componentName/componentClass/materialPath/location/impactPoint/normal/distance/faceIndex/boneName/physicalMaterial. Params: x, y (pixel coords), width? height? (override viewport size when picking from a different-resolution screenshot), maxDistance? (default 200000), ignoreActors? (array of actor labels) (#418) |
get_runtime_values | Bulk runtime read across the active world. For each actor/component matching classFilter, resolves every path against the (actor|component) root and returns rows of {actorLabel, actorClass, componentName?, componentClass?, values, errors?}. Paths support property hops, sub-object hops, and zero-arg BlueprintCallable getter calls at any segment (e.g. 'PowerConnector.GetRequired' reaches a UFUNCTION on a UObject sub-object). classFilter matches actor class OR component class - omit to match everything. World defaults to PIE if running, else editor. Params: classFilter?, paths[], world? (editor|pie) (#414) |
set_viewport | Set viewport camera. Params: location?, rotation? |
focus_on_actor | Focus on actor. Params: actorLabel |
create_sequence | Create Level Sequence. Params: name, packagePath? |
close_sequence | Close the currently open Level Sequence editor (Sequencer) before bulk-deleting actors a sequence may possess. Returns wasOpen + closedSequence (#718) |
open_tab | Open a registered editor tab by ID so its UI can be screenshotted (e.g. 'ProjectSettings', 'OutputLog'). Params: tabId (#727) |
open_settings | Open (and navigate) a settings viewer for visual settings evidence. Params: container? (Project|Editor; default Project), category? (e.g. Engine), section? (e.g. Physics, or a combined Engine.Physics) (#727) |
get_sequence_info | Read sequence: bindings (possessable/spawnable) with their Sequencer tags (#556), tracks, and optional section detail. Params: assetPath, includeSectionDetails? (attach sockets, first transform key values per track) |
add_sequence_track | Add an empty track. Params: assetPath, trackType, actorLabel? |
add_sequence_section | Add a section to a track (creating the track if needed), set its start/end in seconds, and for a CameraCut track bind it to a camera. Returns the section index + channel names to key. Params: sequencePath, trackType (Transform|Float|Fade|CameraCut|Audio|Event|SkeletalAnimation), actorLabel? (binding scope), startSeconds?, endSeconds?, cameraActorLabel? (#548) |
set_sequence_keyframes | Add keyframes to a section channel. Transform channels: Location.X/Y/Z, Rotation.X/Y/Z (or friendly x/y/z, yaw/pitch/roll); Fade/Float: the float channel. Params: sequencePath, trackType, actorLabel?, sectionIndex? (default 0), channel, keyframes ([(seconds, value)]), interpolation? (cubic|linear) (#548) |
set_sequence_playback_range | Set a Level Sequence's playback range in seconds. Params: sequencePath, startSeconds, endSeconds (#548) |
play_sequence | Play/stop/pause sequence. Params: assetPath, sequenceAction |
build_all | Build all (geometry, lighting, paths, HLOD) |
build_geometry | Rebuild BSP geometry |
build_hlod | Build HLODs |
validate_assets | Run data validation. Params: directory? |
get_build_status | Get build/map status |
cook_content | Cook content. Params: platform? |
get_log | Read output log. Params: maxLines?, filter?, category? |
search_log | Search log. Params: query |
get_message_log | Read message log. Params: logName? |
list_crashes | List crash reports |
get_crash_info | Get crash details. Params: crashFolder |
check_for_crashes | Check for recent crashes |
set_dialog_policy | Auto-respond to dialogs matching a pattern. Params: pattern, response |
clear_dialog_policy | Clear dialog policies. Params: pattern? |
get_dialog_policy | Get current dialog policies |
list_dialogs | List active modal dialogs |
respond_to_dialog | Click a button on the active modal dialog. Params: buttonIndex?, buttonLabel? |
open_asset | Open asset in its editor. Params: assetPath |
reload_bridge | Hot-reload Python bridge handlers from disk |
save_dirty | Flush every dirty package and return a per-package saved/failed map. Use after multi-step CDO/component edits when set_class_default leaves the asset dirty without persisting (#378). Params: includeMaps? (default true), includeContent? (default true) |
configure_pie | Set ULevelEditorPlaySettings - multi-client PIE, net mode, single-process flag, Play-in-New-Window resolution. Params: numClients?, netMode? (standalone|listen|client), runUnderOneProcess?, launchSeparateServer?, newWindowWidth?, newWindowHeight? (#384/#671) |
get_pie_config | Read current ULevelEditorPlaySettings (numClients, netMode, single-process, separate-server) (#384) |
pie_set_player_view | Point the running PIE player's view (control rotation) at a pitch/yaw/roll so a capture frames the intended direction. Requires PIE. Params: pitch?, yaw?, roll? (#671) |
stage_game_input | Stage input for the running game: set input mode (gameOnly|gameAndUI|uiOnly) and mouse cursor so injected/simulated input reaches the pawn. Requires PIE. Params: inputMode? (default gameOnly), showMouseCursor? (#671) |
run_automation_tests | Headlessly run registered Automation tests whose name matches a filter and report pass/fail + error messages (non-latent tests run fully; latent commands are flushed best-effort). Params: filter? (name substring, empty = all), maxTests? (default 50) (#693) |
invoke_function_repeating | Fire a parameterless UFUNCTION on an actor repeatedly at an interval for sustained on-demand triggering (human visual verification). Returns immediately; the remaining calls run in the background. Params: actorLabel, functionName, count? (default 5), intervalSeconds? (default 1.0), world? (editor|pie|auto) (#583) |
list_dirty_packages | Enumerate currently-dirty content + map packages (#340) |
reflection
UE reflection: classes, structs, enums, gameplay tags.
| Action | Description |
|---|---|
reflect_class | Reflect UClass. Params: className, includeInherited? |
reflect_struct | Reflect UScriptStruct. Params: structName |
reflect_enum | Reflect UEnum. Params: enumName |
list_classes | List classes. Params: parentFilter?, limit? |
list_tags | List gameplay tags. Params: filter? |
create_tag | Create gameplay tag. Params: tag, comment? |
create_enum | Create UUserDefinedEnum asset, optionally seeded with entries. Params: name, packagePath?, entries?: (string|(name, displayName?))[], onConflict? (#274) |
set_enum_entries | Replace entries on an existing UUserDefinedEnum. Params: assetPath, entries[] (#274) |
is_class_loaded | Report whether a UClass is currently loaded in the editor (loaded), whether it exists/is loadable (exists), and its owning module + that module's load state. Distinguishes 'not loaded yet' from 'does not exist'. Params: className (short name, /Script/[Module].[Class], or BP class path) (#689) |
is_module_loaded | Report whether a named module is currently loaded. Params: moduleName (#689) |
list_loaded_modules | Enumerate modules with runtime load state. Params: filter? (case-insensitive substring), loadedOnly? (default false) |
gameplay
Gameplay systems: physics, collision, navigation, input, behavior trees, AI (EQS, perception, State Trees, Smart Objects), game framework.
| Action | Description |
|---|---|
set_collision_profile | Set collision preset. Params: actorLabel, profileName |
set_simulate_physics | Toggle physics. Accepts simulate (or legacy enabled); errors explicitly when neither is given. Params: actorLabel, simulate (#721) |
add_impulse | Apply an impulse (or force with mode='force') to a (PIE) actor's simulating physics body so its motion can be observed over time - loop level(read_actor_motion) to sample the response. Params: actorLabel, impulse (x,y,z) (or force/vector), mode? (impulse|force), componentName?, boneName?, location? (apply at world point), velChange?/accelChange?, world? (editor|pie|auto) (#676) |
set_collision_enabled | Set collision mode. Params: actorLabel, collisionEnabled |
set_collision | Unified collision authoring for a placed actor (actorLabel) or a Blueprint component template (assetPath+componentName). Apply any of: collisionProfile, collisionEnabled (NoCollision|QueryOnly|PhysicsOnly|QueryAndPhysics), objectType (channel name), responseToAllChannels (Block|Overlap|Ignore), responses ({channel: Block|Overlap|Ignore}). Profile is applied first, then overrides. componentName optional for actors (defaults to all primitive components), required for Blueprint templates (#545) |
set_physics_properties | Set mass/damping/gravity. Params: actorLabel, mass?, linearDamping?, angularDamping?, enableGravity? |
rebuild_navigation | Rebuild navmesh |
find_nav_path | Synchronous nav-path query between two world points. Returns valid/partial/length plus the polyline. The standard 'why doesn't my AI move?' diagnostic. Params: start (Vec3), end (Vec3), pathfindingContext? (actorLabel - uses its agent + filter) (#424) |
list_nav_invokers | Enumerate actors carrying a NavigationInvokerComponent + their tile generation/removal radii. Diagnoses 'no navmesh in this region' caused by missing or mis-sized invokers (#424) |
get_navmesh_info | Query nav system |
project_to_nav | Project point to navmesh. Params: location, extent? |
spawn_nav_modifier | Place nav modifier. Params: location, extent?, areaClass? |
create_input_action | Create InputAction. Params: name, packagePath?, valueType? |
create_input_mapping | Create InputMappingContext. Params: name, packagePath? |
list_input_assets | List input assets. Params: directory?, recursive? |
read_imc | Read InputMappingContext mappings. Params: imcPath |
get_applied_imcs | Read a live PIE player's currently-applied Input Mapping Contexts (with priority + registrationCount). Requires PIE running. Params: playerIndex? (default 0) (#604) |
list_input_mappings | Alias for read_imc. List key→action bindings with triggers/modifiers. Params: imcPath |
add_imc_mapping | Add key mapping to IMC. Params: imcPath, inputActionPath, key |
set_mapping_modifiers | Set modifiers/triggers on an IMC mapping. Each modifier OR trigger is either {type:'<ShortName>', <prop>:<val>} or {class:'/Script/Module.Class', properties:{...}} - the class form resolves any custom UInputModifier/UInputTrigger subclass (e.g. type:'Hold' with HoldTimeThreshold). Unresolvable trigger specs are reported in failedTriggers and never leave a null entry (#649/#725). Params: imcPath, mappingIndex?, modifiers?, triggers? |
remove_imc_mapping | Remove an IMC mapping. Params: imcPath, mappingIndex? | (inputActionPath? + key?) (#158) |
set_imc_mapping_key | Rebind an IMC mapping to a new key. Params: imcPath, newKey, mappingIndex? | key? | inputActionPath? (#158) |
set_imc_mapping_action | Retarget an IMC mapping to a different InputAction. Params: imcPath, newInputActionPath, mappingIndex? | key? | inputActionPath? (#158) |
list_behavior_trees | List behavior trees. Params: directory?, recursive? |
get_behavior_tree_info | Inspect behavior tree (top-level + blackboard). Params: assetPath |
read_behavior_tree_graph | Walk BT tree: composites, tasks, decorators, services with blackboard keys. Params: assetPath |
create_blackboard | Create Blackboard. Params: name, packagePath? |
add_blackboard_key | Add a typed key to a Blackboard asset. Params: blackboardPath, keyName, keyType (Bool|Int|Float|String|Name|Vector|Rotator|Object|Class|Enum), baseClass? (for Object/Class types; e.g. /Script/Engine.Actor) (#250) |
remove_blackboard_key | Remove a key from a Blackboard asset by name. Idempotent. Params: blackboardPath, keyName (#469) |
set_blackboard_parent | Set Parent on a BlackboardData asset (canonical UE child-of-parent pattern). Pass parentPath="None" or omit to clear. autoPruneDuplicateKeys (default true) removes own-keys that the parent chain already defines so the BT compiler accepts the child (#469) |
read_blackboard | Read a Blackboard asset: parent path, ownKeys, inheritedKeys (walks the parent chain). Params: blackboardPath (#469) |
list_bt_node_classes | Enumerate every concrete BehaviorTree node class on this build (composites, tasks, decorators, services). Filter by kind to narrow. Useful for discovering plugin-supplied decorator/task classes without grepping engine + plugin source. Params: kind? ('composite'|'task'|'decorator'|'service') (#494) |
set_behavior_tree_blackboard | Rebind a BehaviorTree asset's BlackboardAsset reference. Params: behaviorTreePath, blackboardPath |
create_behavior_tree | Create behavior tree. Params: name, packagePath?, blackboardPath? |
create_eqs_query | Create EQS query. Params: name, packagePath? |
list_eqs_queries | List EQS queries. Params: directory? |
add_perception | Add AIPerceptionComponent. Params: blueprintPath, senses? |
configure_sense | Add + configure an AI perception sense config on the blueprint's AIPerceptionComponent. Params: blueprintPath, senseType (Sight|Hearing|Damage|Touch|Team|Prediction|Blueprint), settings? ((SightRadius: ...)), componentName? |
get_state_tree_runtime | Read a running StateTreeComponent's active state names in PIE (the 'brain' state). Params: actorLabel, world? (default pie), componentName? (#654) |
create_state_tree | Create a StateTree with a proper UStateTreeEditorData (schema + root state), so states/tasks are authorable via statetree(*) and persist across save/load (#653). Params: name, packagePath?, schema? (default /Script/GameplayStateTreeModule.StateTreeComponentSchema) |
list_state_trees | List StateTrees. Params: directory? |
add_state_tree_component | Add StateTreeComponent. Params: blueprintPath |
create_smart_object_def | Create SmartObjectDefinition. Params: name, packagePath? |
add_smart_object_component | Add SmartObjectComponent. Params: blueprintPath |
add_smart_object_slot | Append a FSmartObjectSlotDefinition to a SmartObjectDefinition's Slots array. Params: assetPath, name?, offset? ((x,y,z)), rotation? ((pitch,yaw,roll)), tags? (array) |
set_smart_object_slot | Mutate an existing slot's offset/rotation/tags. Params: assetPath, slotIndex, offset? ((x,y,z)), rotation? ((pitch,yaw,roll)), tags? (array) |
remove_smart_object_slot | Remove a slot by index. Idempotent: out-of-range returns alreadyDeleted=true. Params: assetPath, slotIndex (#416) |
list_smart_object_slots | List slots on a SmartObjectDefinition with index, offset, rotation, and raw text. Params: assetPath (#416) |
add_smart_object_slot_behavior | Attach a behavior definition (UBehaviorDefinition asset or class) to a slot's BehaviorDefinitions array. Pass instanceProperties to seed UPROPERTYs on a freshly-spawned class-instance. Params: assetPath, slotIndex, behaviorClass (asset path or class path), instanceProperties? (#416) |
create_game_mode | Create GameMode BP. Params: name, packagePath?, parentClass?, defaults? |
create_game_state | Create GameState BP. Params: name, packagePath?, parentClass? |
create_player_controller | Create PlayerController BP. Params: name, packagePath?, parentClass? |
create_player_state | Create PlayerState BP. Params: name, packagePath? |
create_hud | Create HUD BP. Params: name, packagePath? |
set_world_game_mode | Set level GameMode override. Params: gameModeClass (or legacy gameModePath) |
get_framework_info | Get level framework classes |
get_navmesh_details | Read RecastNavMesh generation params (cellSize, agentHeight, maxStepHeight, etc.) (#163) |
gas
Gameplay Ability System: abilities, effects, attribute sets, cues.
| Action | Description |
|---|---|
add_asc | Add AbilitySystemComponent. Params: blueprintPath, componentName? |
create_attribute_set | Create AttributeSet BP. Params: name, packagePath? |
add_attribute | Add attribute to set. Params: attributeSetPath, attributeName, defaultValue? |
create_ability | Create GameplayAbility BP. Params: name, packagePath?, parentClass? |
set_ability_tags | Set tags on ability. Params: abilityPath, ability_tags?, cancel_abilities_with_tag?, activation_required_tags?, activation_blocked_tags? |
create_effect | Create GameplayEffect BP. Params: name, packagePath?, durationPolicy? |
set_effect_modifier | Add modifier. Params: effectPath, attribute, operation?, magnitude? |
create_cue | Create GameplayCue. Params: name, packagePath?, cueType? |
get_info | Inspect GAS setup. Params: blueprintPath |
set_asc_defaults | Wire an AttributeSet onto a Blueprint's ASC component (DefaultStartingData) so attributes exist at runtime. Params: blueprintPath, attributeSet (content path or class name), componentName?, initDataTable? (starting values) |
apply_effect | Apply a GameplayEffect to a live actor's ASC (agnostic stat/damage stimulus - uses the game's own effect). Params: actorLabel, effectClass (content path or class name), level?, setByCaller? ((tag-or-name: magnitude)), world? (auto|pie|editor, default auto) |
set_attribute | Set a gameplay attribute's base value on a live actor's ASC (recalculates CurrentValue through the aggregator). Params: actorLabel, attribute (Health | SetName.Health), value, world? |
get_attribute | Read gameplay attribute base + current values on a live actor's ASC. Omit attribute to list all. Params: actorLabel, attribute?, world? |
init_asc | Initialize a live actor's ASC (InitAbilityActorInfo) and optionally instantiate an AttributeSet so attributes are live - the runtime setup step for testing a bridge-authored GAS actor. Params: actorLabel, attributeSet? (content path or class name), world? |
get_asc_state | Introspect a live actor's ASC: granted ability specs (class, level, inputID, active, dynamicTags) + owned gameplay tags. Params: actorLabel, world? (auto|pie|editor) (#587) |
networking
Networking and replication: actor replication, property replication, net relevancy, dormancy.
| Action | Description |
|---|---|
set_replicates | Enable actor replication. Params: blueprintPath, replicates? |
set_property_replicated | Mark variable as replicated. Params: blueprintPath, propertyName, replicated?, replicationCondition?, repNotify? |
configure_net_frequency | Set update frequency. Params: blueprintPath, netUpdateFrequency?, minNetUpdateFrequency? |
set_dormancy | Set net dormancy. Params: blueprintPath, dormancy |
set_net_load_on_client | Control client loading. Params: blueprintPath, loadOnClient? |
set_always_relevant | Always network relevant. Params: blueprintPath, alwaysRelevant? |
set_only_relevant_to_owner | Only relevant to owner. Params: blueprintPath, onlyRelevantToOwner? |
configure_cull_distance | Net cull distance. Params: blueprintPath, netCullDistanceSquared? |
set_priority | Net priority. Params: blueprintPath, netPriority? |
set_replicate_movement | Replicate movement. Params: blueprintPath, replicateMovement? |
get_info | Get networking info. Params: blueprintPath |
demo
Neon Shrine demo scene builder and cleanup.
| Action | Description |
|---|---|
step | Execute demo step. Params: stepIndex? |
cleanup | Remove demo assets and actors. Switches editor to /Game/MCP_Home before deleting so the editor is never left on an Untitled map |
go_home | Switch the editor to /Game/MCP_Home (creating it on first use). Use this before any operation that would leave the editor on an Untitled map |
feedback
Submit feedback to improve ue-mcp when native tools fall short and execute_python was used as a workaround.
| Action | Description |
|---|---|
submit | Submit feedback about a tool gap. Blocks on an MCP elicitation prompt that asks the USER (not the agent) to approve or decline the exact payload before anything is posted to GitHub |
statetree
StateTree asset editing: read, modify states/tasks/conditions/transitions/bindings/evaluators/global tasks/colors/state parameters/root parameters, compile and validate.
| Action | Description |
|---|---|
read | Full dump of a StateTree asset: state hierarchy (with description, tag, customTickRate, color), tasks, conditions, transitions, evaluators, global tasks, root params, bindings. Params: assetPath |
list_states | List all states with IDs and paths. Params: assetPath |
add_state | Add child state. Params: assetPath, stateId? (parent GUID, omit for root), name, stateType? (State|Group|LinkedAsset|Subtree), selectionBehavior?, insertIndex? |
remove_state | Remove a state by ID. Params: assetPath, stateId |
set_state_property | Set a property on a state. Params: assetPath, stateId, propertyName (name|type|selectionBehavior|bEnabled|weight|linkedAsset|description|tag|customTickRate|color), value |
clear_state_nodes | Remove all tasks/conditions/transitions from a state. Params: assetPath, stateId |
add_task | Add a task to a state. Params: assetPath, stateId, structType (C++ struct name e.g. FMyStateTreeTask or an engine-shipped task like FStateTreeRunParallelStateTreesTask), instanceProperties? |
add_enter_condition | Add an enter condition to a state. Params: assetPath, stateId, structType (C++ struct name), instanceProperties?, operand? (And|Or) |
remove_enter_condition | Remove an enter condition by index. Params: assetPath, stateId, conditionIndex |
remove_task | Remove a task by index. Params: assetPath, stateId, taskIndex |
set_task_instance_property | Set a property on a task's instance data. Params: assetPath, stateId, taskIndex, propertyName, value |
set_task_property | Set a property on the task's node struct (FStateTreeTaskBase-level: bConsideredForCompletion, bTaskEnabled, bShouldStateChangeOnReselect). Distinct from set_task_instance_property which targets instance data. Params: assetPath, stateId, taskIndex, propertyName, value (string-encoded e.g. 'true'/'false') |
add_transition | Add a transition to a state. Params: assetPath, stateId, trigger (OnStateCompleted|OnStateSucceeded|OnStateFailed|OnTick|OnEvent; combine with | e.g. OnStateSucceeded|OnStateFailed), transitionType (GotoState|NextState|Succeeded|Failed), eventTag?, targetStateId?, targetStatePath?, priority? (Low|Normal|Medium|High|Critical), delayDuration?, bDelayTransition? |
add_transition_condition | Add a condition to an existing transition. Params: assetPath, stateId, transitionIndex, structType, instanceProperties?, operand? |
remove_transition | Remove a transition by index. Params: assetPath, stateId, transitionIndex |
add_binding | Add a property binding. Params: assetPath, sourceStructId, sourcePath, targetStructId, targetPath |
remove_binding | Remove a property binding. Params: assetPath, targetStructId, targetPath |
list_bindings | List all property bindings. Params: assetPath, structId? (filter) |
list_bindable_sources | Enumerate the context/bindable sources in a StateTree (context objects, parameters, evaluators, global tasks, per-state nodes) with their structId + struct type - what a property can bind FROM. Params: assetPath (#681) |
add_evaluator | Add an evaluator to the StateTree (tree-level). Params: assetPath, structType (must derive from FStateTreeEvaluatorBase), instanceProperties? |
remove_evaluator | Remove an evaluator by node ID. Params: assetPath, nodeId |
set_evaluator_instance_property | Set a property on an evaluator's instance data. Params: assetPath, nodeId, propertyName, value |
set_evaluator_property | Set a property on the evaluator's node struct (FStateTreeEvaluatorBase-level). Params: assetPath, nodeId, propertyName, value |
add_global_task | Add a global task to the StateTree (tree-level). Params: assetPath, structType (must derive from FStateTreeTaskBase), instanceProperties? |
remove_global_task | Remove a global task by node ID. Params: assetPath, nodeId |
set_global_task_instance_property | Set a property on a global task's instance data. Params: assetPath, nodeId, propertyName, value |
set_global_task_property | Set a property on a global task's node struct (FStateTreeTaskBase-level). Params: assetPath, nodeId, propertyName, value |
list_colors | List all color palette entries for a StateTree. Params: assetPath |
add_color | Add a new color to the StateTree palette. Params: assetPath, displayName, color? (FLinearColor string e.g. '(R=1.0,G=0.0,B=0.0,A=1.0)') |
list_state_parameters | List parameters defined on a state. Params: assetPath, stateId |
add_state_parameter | Add a parameter to a state's property bag. Rejects fixed-layout (linked) states. Params: assetPath, stateId, paramName, paramType (Bool|Int32|Int64|Float|Double|Name|String|Text) |
remove_state_parameter | Remove a parameter from a state's property bag by name. Rejects fixed-layout (linked) states. Params: assetPath, stateId, paramName |
set_state_parameter | Set the value of an existing state parameter. On fixed-layout states, also marks the parameter as overridden. Params: assetPath, stateId, paramName, value |
set_root_parameters | Define root parameters (property bag). Params: assetPath, parameters[] ((name, type)) where type is float|int32|bool|string|name|double |
compile | Compile a StateTree asset. Returns success, errors[], warnings[]. Params: assetPath |
validate | Validate a StateTree asset without compiling. Params: assetPath |
chooser
Author ChooserTable assets (the data-driven selection layer behind Motion Matching): introspect columns, list/add/edit/delete rows mapping input-column conditions to an output object.
| Action | Description |
|---|---|
create | Create an empty ChooserTable asset. Add input columns with add_column, then rows with add_row. Params: name, packagePath? (default /Game), onConflict? (#685) |
describe | Introspect a ChooserTable: row count, each input column (index, name, columnType, cellType) and the fallback result. Read this first to learn the cell text format each column expects. Params: table (#685) |
add_column | Add an input column to a ChooserTable (so rows have a condition to fill). columnType is a Chooser column struct short name, e.g. EnumColumn, BoolColumn, FloatRangeColumn, GameplayTagColumn, ObjectColumn, or an Output* column. Optionally bind its input: inputStruct (parameter struct e.g. EnumContextProperty/BoolContextProperty), boundProperty (context property name to read), enumPath (for enum columns). Sizes the new column's cells to the current rows. Params: table, columnType, inputStruct?, boundProperty?, enumPath? (#685) |
list_rows | List every row: index, disabled flag, output object (resultType + referenced asset path), and each column's cell value as round-trippable text. Params: table (#685) |
add_row | Append a row. Set the output via output (asset path) + outputType ('asset' hard ref default | 'soft_asset' | 'evaluate' for a nested ChooserTable). Set input-column conditions via cells (array aligned to column order) and/or inputs (object keyed by column index or name). Cell values are struct text like '(Value=2)' - partial fields are allowed and unspecified ones keep defaults; a bare number/bool works for scalar columns. Params: table, output?, outputType?, cells?, inputs? (#685) |
set_row | Edit an existing row by index: optionally replace the output (output + outputType), toggle disabled, and/or update column cells (cells / inputs, same format as add_row). Params: table, index, output?, outputType?, disabled?, cells?, inputs? (#685) |
delete_row | Delete a row by index (removes its output plus the per-row cell from every column). Params: table, index (#685) |
plugins
Introspect npm-distributed plugins that contribute actions into other categories. Read-only.
| Action | Description |
|---|---|
list | Every plugin loaded from ue-mcp.yml: name, version, prefix, status, and injected actions |
describe | Full detail for one plugin including knowledge files and flows. Params: name |
epic
Epic's native Unreal 5.8 AI Toolset Registry, wrapped as first-class actions. Every toolset Epic ships (GAS, Niagara, PCG, UMG, StateTree, editor actor/asset/blueprint, sequencer, and more) is discoverable and callable in-process. Requires UE 5.8+ with the ToolsetRegistry plugin enabled - call epic(status) first to check availability.
| Action | Description |
|---|---|
status | Report whether Epic's ToolsetRegistry is available and how many toolsets are registered. Never errors (reports available=false with a reason when the plugin is absent). Params: none |
list_toolsets | List registered toolsets: name, version, description, tool names + count. Strips the verbose per-tool input/output schemas to stay small - use describe_toolset for those (or includeSchemas). Params: nameFilter? (case-sensitive substring on the qualified name), includeSchemas? (return full tool objects with input/output schemas) |
describe_toolset | Full schema for one toolset: every tool with its input/output JSON schema. Params: toolset (qualified name from list_toolsets, e.g. 'GASToolsets.AttributeSetToolset') |
call_tool | Execute a registered Epic tool exactly as its MCP server would. Params: toolset (qualified), tool (qualified name from describe_toolset, e.g. 'GASToolsets.AttributeSetToolset.ListAttributeSets'), input? (object) or inputJson? (raw JSON string) |
fab
Import Fab (Epic marketplace) content: check plugin/login status, trigger login/logout, sync your owned library into the Content Browser, inspect/clear the download cache, and import owned or local source files into the project.
Fab's window in the editor is a web frontend: catalog browsing, your library, purchases, and signed-URL resolution all live on Epic's servers behind the browser (there is no official consumer REST API). This category drives the native download+import layer beneath it, so store browsing stays in the Fab window. The workflow: log in (in the Fab window or via login), add items to your library, sync_library, then import_file owned/cached assets into any content path.
| Action | Description |
|---|---|
status | Report Fab plugin state: whether the module is loaded, whether the native import/cache API is linked in this build, whether the Fab window has been opened this session, and the download cache location/size. Call this first. |
login | Trigger the Fab login flow (EOS account portal). Asynchronous - returns once the flow is opened, not once authenticated. |
logout | Clear the persistent Fab authentication for this device. |
sync_library | Load the user's owned Fab library ("My Folder") into the Content Browser via TEDS. Requires an active login; items appear asynchronously. Params: batchSize? |
list_cached | List the entries currently in the local Fab download cache (already-downloaded owned assets). |
cache_info | Report the Fab download cache location, total size, and entry count. |
clear_cache | Delete the local Fab download cache to reclaim disk. Does not affect assets already imported into the project. |
import_file | Import a source file into the project through the Fab Interchange import pipeline. Use for owned assets downloaded/cached locally, or any local source file (fbx, textures). Single files import synchronously and report the created asset paths; pack/quixel workflows may run asynchronously. Params: source (absolute path on disk), destination (content path like /Game/Fab/Imported) |