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The Unreal MCP server costs 11,937 tokens before the first call.

Every request your agent makes carries every tool definition this server exposes — context your code, documents and conversation can't use, mostly for tools the agent never calls. You don't need them all in the window, and you don't have to pay for them.

QUICK ANSWER The Unreal MCP server's 127 tool definitions consume 11,937 tokens — 6.0% of a 200k context window, and 6.4× the median MCP server (1,862 tokens). A scoped grant exposing only the tools you use cuts that roughly in proportion.

MEASURED FROM SCHEMAS tiktoken o200k_base · rank #1834 of 12,722 measured servers · refreshed every build Method →

What that costs before your agent starts working.

Tool definitions are overhead: they occupy context on every request and compete with your code, documents and conversation history for the same window.

200K WINDOW 6.0%
1M WINDOW 1.2%

Corpus context: Unreal ranks #1834 of 12,722 measured MCP servers by definition cost. The median is 1,862 tokens, p90 is 13,674, and the heaviest (Ainumbers Mcp Apps) is 442,047 — 221% of a 200k window on its own. New to this? See MCP token cost and context window in the glossary.

Where the 11,937 tokens go.

Each row is one tool definition as a tools/list entry — name, description and input schema — counted with o200k_base. Average: 94 tokens per tool.

ToolCategoryTokens% of server
build_cook_run Execute 284 2.4%
spawn_actor Write 268 2.2%
add_graph_node Write 220 1.8%
set_actor_transform Write 200 1.7%
spawn_niagara_at_location Execute 200 1.7%
spawn_blueprint_actor Write 198 1.7%
connect_material_property Write 196 1.6%
add_track Write 159 1.3%
create_material_expression Write 157 1.3%
connect_material_expressions Write 156 1.3%
set_blueprint_property Write 155 1.3%
set_niagara_color Write 152 1.3%
set_material_instance_vector Write 151 1.3%
build_target Execute 149 1.2%
connect_graph_nodes Write 149 1.2%
set_viewport_camera Write 146 1.2%
set_niagara_vector Write 136 1.1%
add_blueprint_variable Write 133 1.1%
list_assets Read 122 1.0%
duplicate_actors Write 122 1.0%
build_graph Execute 117 1.0%
set_actor_property Write 116 1.0%
run_gauntlet Execute 115 1.0%
add_blueprint_component Write 115 1.0%
create_blueprint Write 115 1.0%
cook_content Execute 111 0.9%
import_asset Write 109 0.9%
build_plugin Execute 106 0.9%
package_project Execute 106 0.9%
consolidate_assets Write 105 0.9%
create_anim_blueprint Write 105 0.9%
create_anim_montage Write 105 0.9%
call_preset_function Execute 104 0.9%
get_asset_references Read 103 0.9%
apply_material Write 103 0.9%
set_material_instance_texture Write 103 0.9%
set_playback_range Write 103 0.9%
create_material_instance Write 102 0.9%
set_skeletal_mesh_lod Write 101 0.8%
set_material_instance_scalar Write 100 0.8%
set_niagara_bool Write 100 0.8%
set_niagara_float Write 100 0.8%
run_stat_command Execute 99 0.8%
set_data_layer_state Write 99 0.8%
set_preset_property Write 98 0.8%
generate_collision Write 96 0.8%
generate_lods Execute 96 0.8%
sc_checkin Write 95 0.8%
start_trace Execute 94 0.8%
remove_graph_node Destructive 93 0.8%
spawn_niagara_attached Execute 93 0.8%
list_actors Read 92 0.8%
set_streaming_source Write 91 0.8%
execute_console_command Execute 89 0.7%
add_actor_binding Write 89 0.7%
delete_asset Destructive 88 0.7%
get_preset_property Read 88 0.7%
export_sequence_fbx Write 87 0.7%
set_sequence_framerate Write 87 0.7%
apply_anim_modifier Write 86 0.7%
delete_material_expression Destructive 85 0.7%
search_assets Read 85 0.7%
add_blueprint_function Write 85 0.7%
export_asset Write 85 0.7%
set_actor_tags Write 85 0.7%
create_level_sequence Write 84 0.7%
render_sequence Execute 84 0.7%
sc_status Read 83 0.7%
create_material_function Write 83 0.7%
execute_python Execute 82 0.7%
duplicate_asset Write 82 0.7%
run_automation_tests_by_category Execute 80 0.7%
get_build_status Read 80 0.7%
rename_asset Write 80 0.7%
create_material Write 79 0.7%
get_asset_info Read 78 0.7%
sc_mark_for_add Write 78 0.7%
take_screenshot Read 77 0.6%
get_blueprint_info Read 76 0.6%
get_anim_sequence_info Read 75 0.6%
disable_plugin Write 75 0.6%
enable_plugin Write 75 0.6%
run_editor_utility_blueprint Execute 74 0.6%
get_preset_info Read 74 0.6%
get_sequence_info Read 74 0.6%
sc_checkout Write 73 0.6%
sc_revert Write 73 0.6%
select_actors Write 73 0.6%
reimport_skeletal_mesh Write 72 0.6%
run_editor_utility_widget Execute 71 0.6%
generate_lightmap_uvs Write 71 0.6%
reinit_niagara_system Execute 71 0.6%
resave_packages Write 71 0.6%
delete_actor Destructive 70 0.6%
run_automation_test Execute 70 0.6%
list_graph_nodes Read 70 0.6%
reset_niagara_system Execute 69 0.6%
recompile_material Execute 69 0.6%
start_csv_profiling Execute 68 0.6%
get_undo_history Read 67 0.6%
list_material_expressions Read 67 0.6%
sc_diff Read 67 0.6%
get_actor_properties Read 66 0.6%
validate_assets Execute 65 0.5%
compile_blueprint Execute 64 0.5%
get_actor_components Read 64 0.5%
validate_data Execute 64 0.5%
save_asset Write 64 0.5%
list_automation_tests Read 62 0.5%
clean_project Execute 56 0.5%
get_connection_status Read 54 0.5%
fix_redirectors Write 54 0.5%
content_audit Execute 53 0.4%
generate_project_files Write 51 0.4%
get_viewport_camera Read 47 0.4%
list_data_layers Read 47 0.4%
stop_csv_profiling Write 46 0.4%
get_test_results Read 46 0.4%
list_presets Read 46 0.4%
run_map_check Execute 45 0.4%
run_all_automation_tests Execute 43 0.4%
stop_trace Execute 43 0.4%
get_loaded_cells Read 43 0.4%
list_plugins Read 43 0.4%
save_all Write 43 0.4%
redo Write 41 0.3%
undo Write 40 0.3%

Your agent uses a handful of these tools. It pays for all 127.

You don't need all 127 of those definitions in the window. PolicyLayer is an MCP gateway that sits in front of Unreal: only the tools you grant are exposed to the agent, the rest never load. A smaller window means a sharper agent — less noise when it picks a tool — and every request costs less:

Grant scopeDefinition costReduction
All 127 tools (no gateway) 11,937 tokens —
3 granted tools ~282 tokens −98%
5 granted tools ~470 tokens −96%
10 granted tools ~940 tokens −92%

The risk dividend: 4 of these 127 tools are critical-risk (destructive or financial) and cost 336 tokens (3% of the definition load). Block them — the recommended starter policy — and you reclaim that context before tuning anything else.

  1. Create a free account and register Unreal — nothing to install.
  2. Grant only the tools you use — ungranted definitions never enter the context window.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
CUT UNREAL TOKEN COST →

Instant setup, no code required.

Unreal token-cost questions.

How many tokens does the Unreal MCP server use?+

Its 127 tool definitions total 11,937 tokens — 6.0% of a 200k context window — measured with tiktoken o200k_base over the serialised tools/list payload. Exact counts vary slightly by client and model.

Why does Unreal consume tokens before I send a message?+

MCP clients load every connected server's tool definitions — name, description, and input schema — into the model's context so it knows what it can call. That payload is charged against your context window on every request, whether or not a tool is used.

How do I reduce Unreal's token usage?+

Expose fewer tools. A PolicyLayer grant scopes Unreal to only the tools you allow — ungranted definitions are filtered out of the tool list, so they never enter the context window. A grant of 3 typical tools costs roughly 282 tokens, a 98% reduction.

Does deferred tool loading fix this?+

Partially, in some clients. Claude Code defers MCP tool schemas behind a tool-search step by default, and VS Code has experimental grouping — but you still pay tokens per search and reload, and Cursor, Windsurf and Gemini CLI load definitions upfront. Reducing the exposed tool set cuts the cost in every client.

How these numbers were measured.

01
Serialisation

Each tool is serialised as a tools/list entry — name, description, input schema — from the schemas in the PolicyLayer scan database. Clients differ slightly in framing, so treat counts as close estimates.

02
Tokeniser

tiktoken o200k_base (GPT-4o/o-series). Anthropic's current tokeniser isn't published, so Claude's exact counts will differ; for English text and JSON schemas the totals are close enough to treat these as estimates.

03
Deferred loading

Some clients now defer schema loading (Claude Code's tool search; VS Code experimental grouping). You still pay per search and reload — and Cursor, Windsurf and Gemini CLI load everything upfront.

Computed 20-10-2026 from the PolicyLayer scan database over all 127 catalogued Unreal tools. Counts refresh with every site build.

Expose only the tools you use — the rest never enter your context.

A PolicyLayer grant scopes Unreal to the tools you actually allow. Ungranted definitions never load, and every call that does run is checked against policy first.

Instant setup, no code required.

46,500+ MCP servers and 515,000+ tools scanned and risk-classified.

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