High Risk →

control_editor

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width, height, command, st...

Risk signalsAccepts file system path (filename) · Accepts freeform code/query input (command) · High parameter count (45 properties)

Part of the Unreal Engine server.

control_editor can trigger actions in Unreal Engine, with no limits today. PolicyLayer puts allow, deny, and rate-limit rules on every call. Live in minutes.

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AI agents invoke control_editor to trigger processes or run actions in Unreal Engine. Execute operations can have side effects beyond the immediate call -- triggering builds, sending notifications, or starting workflows. Rate limits and argument validation are essential to prevent runaway execution.

control_editor can trigger processes with real-world consequences. An uncontrolled agent might start dozens of builds, send mass notifications, or kick off expensive compute jobs. PolicyLayer enforces rate limits and validates arguments to keep execution within safe bounds.

Execute tools trigger processes. Rate-limit and validate arguments to prevent unintended side effects.

policy.json
{
  "version": "1",
  "default": "deny",
  "tools": {
    "control_editor": {
      "limits": [
        {
          "counter": "control_editor_rate",
          "window": "minute",
          "max": 10,
          "scope": "grant"
        }
      ]
    }
  }
}

See the full Unreal Engine policy for all 23 tools.

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These attack patterns abuse exactly the kind of access control_editor gives an agent. Each links to the full case and the policy that stops it:

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Every attack above starts with a tool call. PolicyLayer checks each one against your policy first, so control_editor only ever does what you allow.

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Other execute tools across the catalogue. The same approach applies to each: rate-limit and validate the arguments.

What does the control_editor tool do? +

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width, height, command, steps, bookmarkName, assetPath, path, levelPath, actorName, objectPath, name, blendTime, mode, returnBase64, includeMetadata, metadata, deltaTime, resolution, realtime, stat, category, preferences, key, type, inputType, inputAction, x, y, button, id, params.. It is categorised as a Execute tool in the Unreal Engine MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.

How do I enforce a policy on control_editor? +

Register the Unreal Engine MCP server in PolicyLayer and add a rule for control_editor: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Unreal Engine. Nothing to install.

What risk level is control_editor? +

control_editor is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.

Can I rate-limit control_editor? +

Yes. Add a rate_limit block to the control_editor rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.

How do I block control_editor completely? +

Set action: deny in the PolicyLayer policy for control_editor. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.

What MCP server provides control_editor? +

control_editor is provided by the Unreal Engine MCP server (ChiR24/Unreal_mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.

Enforce policy on every Unreal Engine tool call.

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