35 tools from the Unreal Engine MCP Server, categorised by risk level.
View the Unreal Engine policy →animation_physics Create animation blueprints, blend spaces, montages, state machines, Control Rig, IK rigs, ragdolls, and vehicle physics. 2/5 control_actor Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. 2/5 manage_ai Create AI Controllers, configure Behavior Trees, Blackboards, EQS queries, and perception systems. 3/5 manage_asset Create, import, duplicate, rename, delete assets. Edit Material graphs and instances. Analyze dependencies. 3/5 manage_audio Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. 3/5 manage_behavior_tree Create Behavior Trees, add task/decorator/service nodes, and configure node properties. 2/5 manage_blueprint Create Blueprints, add SCS components (mesh, collision, camera), and manipulate graph nodes. 2/5 manage_character Create Character Blueprints with movement, locomotion, and animation state machines. 3/5 manage_combat Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). 3/5 manage_effect Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. 3/5 manage_game_framework Create GameMode, GameState, PlayerController, PlayerState Blueprints. Configure match flow, teams, scoring, and spawning. 3/5 manage_gas Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. 3/5 manage_geometry Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. 2/5 manage_input Create Input Actions and Mapping Contexts. Add key/gamepad bindings with modifiers and triggers. 3/5 manage_interaction Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. 3/5 manage_inventory Create item data assets, inventory components, world pickups, loot tables, and crafting recipes. 3/5 manage_level Load/save levels, configure streaming, manage World Partition cells, and build lighting. 3/5 manage_level_structure Create levels and sublevels. Configure World Partition, streaming, data layers, HLOD, and level instances. 2/5 manage_lighting Spawn lights (point, spot, rect, sky), configure GI, shadows, volumetric fog, and build lighting. 2/5 manage_material_authoring Create materials with expressions, parameters, functions, instances, and landscape blend layers. 4/5 manage_navigation Configure NavMesh settings, add nav modifiers, create nav links and smart links for pathfinding. 3/5 manage_networking Configure multiplayer: property replication, RPCs (Server/Client/Multicast), authority, relevancy, and network prediction. 2/5 manage_performance Run profiling/benchmarks, configure scalability, LOD, Nanite, and optimization settings. 2/5 manage_sequence Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. 3/5 manage_sessions Configure local multiplayer: split-screen layouts, LAN hosting/joining, voice chat channels, and push-to-talk.
Required parameters by action:
- co... 2/5 manage_skeleton Edit skeletal meshes: add sockets, configure physics assets, set skin weights, and create morph targets. 2/5 manage_splines Create spline actors, add/modify points, attach meshes along splines, and query spline data. 2/5 manage_texture Create procedural textures, process images, bake normal/AO maps, and set compression settings. 3/5 manage_tools Dynamic MCP tool management. Enable/disable tools and categories at runtime. Actions: list_tools, list_categories, enable_tools, disable_tools, ena... 2/5 manage_volumes Create trigger volumes, blocking volumes, physics volumes, audio volumes, and navigation bounds. 2/5 manage_widget_authoring Create UMG widgets: buttons, text, images, sliders. Configure layouts, bindings, animations. Build HUDs and menus. 3/5 build_environment Create/sculpt landscapes, paint foliage, and generate procedural terrain/biomes. 4/5 control_editor Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. 5/5 system_control Run profiling, set quality/CVars, execute console commands, run UBT, and manage widgets. 5/5 The Unreal Engine MCP server exposes 35 tools across 3 categories: Read, Write, Execute.
Use Intercept, the open-source MCP proxy. Write YAML rules for each tool — rate limits, argument validation, or deny rules — then run Intercept in front of the Unreal Engine server.
Unreal Engine tools are categorised as Read (1), Write (31), Execute (3). Each category has a recommended default policy.
Open source. One binary. Zero dependencies.
npx -y @policylayer/intercept