Medium Risk

manage_pcg

Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPath, parentGraphPath, ...

Risk signalsAccepts file system path (path) · High parameter count (39 properties)

Part of the Unreal Engine server.

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

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AI agents use manage_pcg to create or modify resources in Unreal Engine. Write operations carry medium risk because an autonomous agent could trigger bulk unintended modifications. Rate limits prevent a single agent session from making hundreds of changes in rapid succession. Argument validation ensures the agent passes expected values.

Without a policy, an AI agent could call manage_pcg repeatedly, creating or modifying resources faster than any human could review. PolicyLayer's rate limiting ensures write operations happen at a controlled pace, and argument validation catches malformed or unexpected inputs before they reach Unreal Engine.

Write tools can modify data. A rate limit prevents runaway bulk operations from AI agents.

policy.json
{
  "version": "1",
  "default": "deny",
  "tools": {
    "manage_pcg": {
      "limits": [
        {
          "counter": "manage_pcg_rate",
          "window": "minute",
          "max": 30,
          "scope": "grant"
        }
      ]
    }
  }
}

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These attack patterns abuse exactly the kind of access manage_pcg 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 manage_pcg only ever does what you allow.

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

What does the manage_pcg tool do? +

Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPath, parentGraphPath, subgraphPath, assetPath, path, name, nodeType, settingsClass, nodeId, nodeName, title, sourceNodeId, targetNodeId, sourcePin, targetPin, inputName, outputName, actorName, componentName, componentPath, classPath, actorClass, meshPath, texturePath, createComponent, force, wait, gridSize, scope, settings, x, y, posX, posY, save, overwrite, timeoutMs, params.. It is categorised as a Write tool in the Unreal Engine MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.

How do I enforce a policy on manage_pcg? +

Register the Unreal Engine MCP server in PolicyLayer and add a rule for manage_pcg: 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 manage_pcg? +

manage_pcg is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.

Can I rate-limit manage_pcg? +

Yes. Add a rate_limit block to the manage_pcg 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 manage_pcg completely? +

Set action: deny in the PolicyLayer policy for manage_pcg. 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 manage_pcg? +

manage_pcg is provided by the Unreal Engine MCP server (unreal-engine-mcp-server). 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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