Complete reference for every MCP tool operation across all 6 domain tools.
All 97 Operations
Complete reference for every MCP tool operation across all 6 domain tools. Use this page to quickly find the right operation and understand its parameters, annotations, and licensing tier.
Domain Overview
gengine organizes all editor operations into 6 domain tools plus two utility tools. Each domain tool accepts an operation string and a params object.
| Tool Name | Domain | Ops | Summary |
|---|---|---|---|
unreal_world | World & Actors | 9 | Spawn, move, delete, inspect actors; run console commands; capture viewport |
unreal_assets | Asset Management | 12 | Search, create, rename, move, duplicate, delete assets and Blueprints |
unreal_blueprints | Blueprint Graphs | 10 | Inspect, create, and edit Blueprint graphs, variables, functions, and nodes |
unreal_animation | Animation Blueprints | 8 | Build state machines, add states and transitions, set animations |
unreal_character | Characters & Stats | 6 | List characters, tune movement, create data assets and stat tables |
unreal_input_materials | Input & Materials | 6 | Create input actions, mapping contexts, material instances |
unreal_status | Status | 1 | Health check — returns plugin version and connection state |
unreal_get_ue_context | Context System | 1 | Fetch accurate UE 5.7 API docs by category query |
How to Call Tools
Every domain tool uses the same JSON envelope: an operation key selecting the sub-command and a params object carrying arguments.
{
"operation": "<operation_name>",
"params": {
"param1": "value1",
"param2": 42
}
}
{
"operation": "spawn_actor",
"params": {
"class_path": "/Script/Engine.PointLight",
"name": "FillLight_01",
"location": { "x": 200, "y": -100, "z": 300 },
"rotation": { "pitch": 0, "yaw": 0, "roll": 0 }
}
}
{
"operation": "search",
"params": {
"query": "BP_Enemy",
"asset_type": "Blueprint",
"limit": 20
}
}
Tip: Legacy tool names (
unreal_spawn_actor,unreal_uewith adomain:field) still work but are not listed in MCP tool discovery. Prefer the 6-domain format for all new integrations.
Quick Reference — All Operations
Every operation across all 6 domains at a glance.
unreal_world (9 operations)
| Operation | Description |
|---|---|
spawn_actor | Spawn any actor class at a given location and rotation |
move_actor | Move, rotate, or scale an actor by name |
delete_actors | Delete actors by name array or class filter (capped at 200) |
set_property | Set any actor property via UE reflection |
get_level_actors | List all actors in the current level with metadata |
open_level | Open, create, save, or list levels |
run_console_command | Execute a console command (blocklist enforced) |
capture_viewport | Take a screenshot of the active viewport |
get_output_log | Fetch recent lines from the editor output log |
unreal_assets (12 operations)
| Operation | Description |
|---|---|
search | Search the asset registry by name, type, or path fragment |
get_info | Get full metadata for a specific asset by path |
list | List assets in a given content directory |
dependencies | Return all assets this asset depends on |
referencers | Return all assets that reference this asset |
set_property | Set a property on an asset via reflection |
save | Save one or more assets to disk |
create_blueprint | Create a new Blueprint class |
duplicate | Duplicate an existing asset |
rename | Rename an asset in-place |
delete | Delete an asset (with reference check) |
move | Move an asset to a new content path |
unreal_blueprints (10 operations)
| Operation | Description |
|---|---|
list | List all Blueprints in a content directory |
inspect | Get full variable and component list for a Blueprint |
get_graph | Return all nodes and connections in a named graph |
get_events | List all event nodes in a Blueprint |
create | Create a new Blueprint (alias for unreal_assets create_blueprint) |
add_variable | Add a typed variable to a Blueprint |
add_function | Add a new function graph to a Blueprint |
add_node | Add a node to a Blueprint graph |
connect_pins | Connect two pins between nodes |
set_pin_value | Set the default value of a node pin |
unreal_animation (8 operations)
| Operation | Description |
|---|---|
get_info | Get metadata and state list for an Animation Blueprint |
create_state_machine | Create a new state machine inside an Animation Blueprint |
add_state | Add a state node to a state machine |
add_transition | Add a transition between two states |
set_state_animation | Assign a sequence or blend space to a state |
set_transition_duration | Set the blend duration of a transition |
batch | Execute multiple animation operations in one call |
validate_blueprint | Compile and validate an Animation Blueprint |
unreal_character (6 operations)
| Operation | Description |
|---|---|
list_characters | List all character Blueprint classes in the project |
get_character_info | Get movement, mesh, and ability data for a character |
set_movement_params | Tune CharacterMovementComponent parameters |
create_data_asset | Create a character data asset from a template |
update_stats | Update stat values on a character data asset |
create_stats_table | Create a DataTable for character stats |
unreal_input_materials (6 operations)
| Operation | Description |
|---|---|
create_input_action | Create an Enhanced Input action asset |
create_mapping_context | Create an Input Mapping Context asset |
add_mapping | Add an action mapping to a context with key bindings |
create_material_instance | Create a Material Instance from a parent material |
set_material_parameters | Set scalar, vector, and texture parameters on an instance |
get_material_info | Get all parameters and their current values from a material |
Tool Annotations
Each operation carries MCP tool annotations that inform clients how to safely schedule it. These are surfaced in tool discovery and affect parallel execution planning.
| Annotation | Meaning | Examples |
|---|---|---|
readOnlyHint | Does not modify editor state; safe to parallelize freely | get_level_actors, search, get_info, get_output_log |
destructiveHint | May permanently delete or overwrite data | delete_actors, delete (assets) |
idempotentHint | Calling twice produces the same result as once | set_property, move_actor, set_material_parameters |
openWorldHint | May interact with external systems or network state | run_console_command, open_level |
Warning: Operations tagged destructiveHint bypass the Recycle Bin on some platforms. Always verify asset paths before calling
delete.
Parallel Execution Limits
The Unreal task queue processes a maximum of 4 concurrent MCP tasks. Exceeding this limit causes queued requests to time out.
- Read-only operations (annotated
readOnlyHint) are safe to run in parallel against any targets. - Modifying operations may be parallelized only when targeting different objects — never the same actor or asset from two concurrent calls.
- Sequential-only operations:
open_level,delete_actors,run_console_command. Always run these one at a time. - When coordinating subagents, cap at 3 subagents so the lead agent always retains one queue slot.
// All three are readOnlyHint — safe to fire simultaneously
parallel([
{ tool: "unreal_world", operation: "get_level_actors", params: { class_filter: "PointLight" } },
{ tool: "unreal_assets", operation: "search", params: { query: "BP_Enemy" } },
{ tool: "unreal_character", operation: "list_characters", params: {} },
])
Licensing Tiers
All tiers include access to the full 97-operation surface. Restrictions apply to call rate limits and team seat counts, not to which operations are available.
| Tier | Operations | Rate Limit | Seats |
|---|---|---|---|
| Free | All 97 | 60 req / min | 1 |
| Pro | All 97 | 600 req / min | 5 |
| Enterprise | All 97 + custom | Unlimited | Unlimited |
Note: Enterprise tier includes priority queue access, dedicated support, and the ability to register custom MCP tools that appear alongside the built-in 97 operations in tool discovery.