Intermediate

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 NameDomainOpsSummary
unreal_worldWorld & Actors9Spawn, move, delete, inspect actors; run console commands; capture viewport
unreal_assetsAsset Management12Search, create, rename, move, duplicate, delete assets and Blueprints
unreal_blueprintsBlueprint Graphs10Inspect, create, and edit Blueprint graphs, variables, functions, and nodes
unreal_animationAnimation Blueprints8Build state machines, add states and transitions, set animations
unreal_characterCharacters & Stats6List characters, tune movement, create data assets and stat tables
unreal_input_materialsInput & Materials6Create input actions, mapping contexts, material instances
unreal_statusStatus1Health check — returns plugin version and connection state
unreal_get_ue_contextContext System1Fetch 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_ue with a domain: 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)

OperationDescription
spawn_actorSpawn any actor class at a given location and rotation
move_actorMove, rotate, or scale an actor by name
delete_actorsDelete actors by name array or class filter (capped at 200)
set_propertySet any actor property via UE reflection
get_level_actorsList all actors in the current level with metadata
open_levelOpen, create, save, or list levels
run_console_commandExecute a console command (blocklist enforced)
capture_viewportTake a screenshot of the active viewport
get_output_logFetch recent lines from the editor output log

unreal_assets (12 operations)

OperationDescription
searchSearch the asset registry by name, type, or path fragment
get_infoGet full metadata for a specific asset by path
listList assets in a given content directory
dependenciesReturn all assets this asset depends on
referencersReturn all assets that reference this asset
set_propertySet a property on an asset via reflection
saveSave one or more assets to disk
create_blueprintCreate a new Blueprint class
duplicateDuplicate an existing asset
renameRename an asset in-place
deleteDelete an asset (with reference check)
moveMove an asset to a new content path

unreal_blueprints (10 operations)

OperationDescription
listList all Blueprints in a content directory
inspectGet full variable and component list for a Blueprint
get_graphReturn all nodes and connections in a named graph
get_eventsList all event nodes in a Blueprint
createCreate a new Blueprint (alias for unreal_assets create_blueprint)
add_variableAdd a typed variable to a Blueprint
add_functionAdd a new function graph to a Blueprint
add_nodeAdd a node to a Blueprint graph
connect_pinsConnect two pins between nodes
set_pin_valueSet the default value of a node pin

unreal_animation (8 operations)

OperationDescription
get_infoGet metadata and state list for an Animation Blueprint
create_state_machineCreate a new state machine inside an Animation Blueprint
add_stateAdd a state node to a state machine
add_transitionAdd a transition between two states
set_state_animationAssign a sequence or blend space to a state
set_transition_durationSet the blend duration of a transition
batchExecute multiple animation operations in one call
validate_blueprintCompile and validate an Animation Blueprint

unreal_character (6 operations)

OperationDescription
list_charactersList all character Blueprint classes in the project
get_character_infoGet movement, mesh, and ability data for a character
set_movement_paramsTune CharacterMovementComponent parameters
create_data_assetCreate a character data asset from a template
update_statsUpdate stat values on a character data asset
create_stats_tableCreate a DataTable for character stats

unreal_input_materials (6 operations)

OperationDescription
create_input_actionCreate an Enhanced Input action asset
create_mapping_contextCreate an Input Mapping Context asset
add_mappingAdd an action mapping to a context with key bindings
create_material_instanceCreate a Material Instance from a parent material
set_material_parametersSet scalar, vector, and texture parameters on an instance
get_material_infoGet 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.

AnnotationMeaningExamples
readOnlyHintDoes not modify editor state; safe to parallelize freelyget_level_actors, search, get_info, get_output_log
destructiveHintMay permanently delete or overwrite datadelete_actors, delete (assets)
idempotentHintCalling twice produces the same result as onceset_property, move_actor, set_material_parameters
openWorldHintMay interact with external systems or network staterun_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.

TierOperationsRate LimitSeats
FreeAll 9760 req / min1
ProAll 97600 req / min5
EnterpriseAll 97 + customUnlimitedUnlimited

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.