# Unreal MCP server

Agent View of the PolicyLayer registry record for Unreal: identity, probed posture, risk grade, and all 127 tools classified. HTML page: https://policylayer.com/tools/jjpxdev-unreal-mcp

## Facts

- Server id: `@jjpxdev/unreal-mcp`
- Install: `npx -y @jjpxdev/unreal-mcp`
- Homepage: https://www.npmjs.com/package/@jjpxdev/unreal-mcp
- Registry record: grade F, identity unverified
- Lifecycle: active
- Rate-limited: no
- Tools: 127 (110 with introspected schema)
- Tool categories present: Destructive, Execute, Read, Write
- Context-window cost: 11937 tokens per request — https://policylayer.com/token-cost/jjpxdev-unreal-mcp
- Tags: jjpxdev unreal mcp, admin, automation
- Record last modified: 2026-09-21T20:52:54.238Z

## Tools (127)

| Tool | Category | Risk | Record |
| --- | --- | --- | --- |
| `delete_actor` | Destructive | Critical | https://policylayer.com/tools/jjpxdev-unreal-mcp/delete-actor.md |
| `delete_asset` | Destructive | Critical | https://policylayer.com/tools/jjpxdev-unreal-mcp/delete-asset.md |
| `delete_material_expression` | Destructive | Critical | https://policylayer.com/tools/jjpxdev-unreal-mcp/delete-material-expression.md |
| `remove_graph_node` | Destructive | Critical | https://policylayer.com/tools/jjpxdev-unreal-mcp/remove-graph-node.md |
| `build_cook_run` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/build-cook-run.md |
| `build_graph` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/build-graph.md |
| `build_plugin` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/build-plugin.md |
| `build_target` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/build-target.md |
| `call_preset_function` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/call-preset-function.md |
| `clean_project` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/clean-project.md |
| `compile_blueprint` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/compile-blueprint.md |
| `content_audit` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/content-audit.md |
| `cook_content` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/cook-content.md |
| `execute_console_command` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/execute-console-command.md |
| `execute_python` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/execute-python.md |
| `generate_lods` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/generate-lods.md |
| `package_project` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/package-project.md |
| `recompile_material` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/recompile-material.md |
| `reinit_niagara_system` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/reinit-niagara-system.md |
| `render_sequence` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/render-sequence.md |
| `reset_niagara_system` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/reset-niagara-system.md |
| `run_all_automation_tests` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-all-automation-tests.md |
| `run_automation_test` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-automation-test.md |
| `run_automation_tests_by_category` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-automation-tests-by-category.md |
| `run_editor_utility_blueprint` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-editor-utility-blueprint.md |
| `run_editor_utility_widget` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-editor-utility-widget.md |
| `run_gauntlet` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-gauntlet.md |
| `run_map_check` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-map-check.md |
| `run_stat_command` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/run-stat-command.md |
| `spawn_niagara_at_location` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/spawn-niagara-at-location.md |
| `spawn_niagara_attached` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/spawn-niagara-attached.md |
| `start_csv_profiling` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/start-csv-profiling.md |
| `start_trace` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/start-trace.md |
| `stop_trace` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/stop-trace.md |
| `validate_assets` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/validate-assets.md |
| `validate_data` | Execute | High | https://policylayer.com/tools/jjpxdev-unreal-mcp/validate-data.md |
| `get_actor_components` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-actor-components.md |
| `get_actor_properties` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-actor-properties.md |
| `get_anim_sequence_info` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-anim-sequence-info.md |
| `get_asset_info` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-asset-info.md |
| `get_asset_references` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-asset-references.md |
| `get_blueprint_info` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-blueprint-info.md |
| `get_build_status` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-build-status.md |
| `get_connection_status` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-connection-status.md |
| `get_loaded_cells` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-loaded-cells.md |
| `get_preset_info` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-preset-info.md |
| `get_preset_property` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-preset-property.md |
| `get_sequence_info` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-sequence-info.md |
| `get_test_results` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-test-results.md |
| `get_undo_history` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-undo-history.md |
| `get_viewport_camera` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/get-viewport-camera.md |
| `list_actors` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-actors.md |
| `list_assets` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-assets.md |
| `list_automation_tests` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-automation-tests.md |
| `list_data_layers` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-data-layers.md |
| `list_graph_nodes` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-graph-nodes.md |
| `list_material_expressions` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-material-expressions.md |
| `list_plugins` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-plugins.md |
| `list_presets` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/list-presets.md |
| `sc_diff` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/sc-diff.md |
| `sc_status` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/sc-status.md |
| `search_assets` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/search-assets.md |
| `take_screenshot` | Read | Low | https://policylayer.com/tools/jjpxdev-unreal-mcp/take-screenshot.md |
| `add_actor_binding` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/add-actor-binding.md |
| `add_blueprint_component` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/add-blueprint-component.md |
| `add_blueprint_function` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/add-blueprint-function.md |
| `add_blueprint_variable` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/add-blueprint-variable.md |
| `add_graph_node` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/add-graph-node.md |
| `add_track` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/add-track.md |
| `apply_anim_modifier` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/apply-anim-modifier.md |
| `apply_material` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/apply-material.md |
| `connect_graph_nodes` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/connect-graph-nodes.md |
| `connect_material_expressions` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/connect-material-expressions.md |
| `connect_material_property` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/connect-material-property.md |
| `consolidate_assets` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/consolidate-assets.md |
| `create_anim_blueprint` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-anim-blueprint.md |
| `create_anim_montage` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-anim-montage.md |
| `create_blueprint` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-blueprint.md |
| `create_level_sequence` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-level-sequence.md |
| `create_material` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-material.md |
| `create_material_expression` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-material-expression.md |
| `create_material_function` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-material-function.md |
| `create_material_instance` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/create-material-instance.md |
| `disable_plugin` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/disable-plugin.md |
| `duplicate_actors` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/duplicate-actors.md |
| `duplicate_asset` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/duplicate-asset.md |
| `enable_plugin` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/enable-plugin.md |
| `export_asset` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/export-asset.md |
| `export_sequence_fbx` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/export-sequence-fbx.md |
| `fix_redirectors` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/fix-redirectors.md |
| `generate_collision` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/generate-collision.md |
| `generate_lightmap_uvs` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/generate-lightmap-uvs.md |
| `generate_project_files` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/generate-project-files.md |
| `import_asset` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/import-asset.md |
| `redo` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/redo.md |
| `reimport_skeletal_mesh` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/reimport-skeletal-mesh.md |
| `rename_asset` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/rename-asset.md |
| `resave_packages` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/resave-packages.md |
| `save_all` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/save-all.md |
| `save_asset` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/save-asset.md |
| `sc_checkin` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/sc-checkin.md |
| `sc_checkout` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/sc-checkout.md |
| `sc_mark_for_add` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/sc-mark-for-add.md |
| `sc_revert` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/sc-revert.md |
| `select_actors` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/select-actors.md |
| `set_actor_property` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-actor-property.md |
| `set_actor_tags` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-actor-tags.md |
| `set_actor_transform` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-actor-transform.md |
| `set_blueprint_property` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-blueprint-property.md |
| `set_data_layer_state` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-data-layer-state.md |
| `set_material_instance_scalar` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-material-instance-scalar.md |
| `set_material_instance_texture` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-material-instance-texture.md |
| `set_material_instance_vector` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-material-instance-vector.md |
| `set_niagara_bool` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-niagara-bool.md |
| `set_niagara_color` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-niagara-color.md |
| `set_niagara_float` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-niagara-float.md |
| `set_niagara_vector` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-niagara-vector.md |
| `set_playback_range` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-playback-range.md |
| `set_preset_property` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-preset-property.md |
| `set_sequence_framerate` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-sequence-framerate.md |
| `set_skeletal_mesh_lod` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-skeletal-mesh-lod.md |
| `set_streaming_source` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-streaming-source.md |
| `set_viewport_camera` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/set-viewport-camera.md |
| `spawn_actor` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/spawn-actor.md |
| `spawn_blueprint_actor` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/spawn-blueprint-actor.md |
| `stop_csv_profiling` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/stop-csv-profiling.md |
| `undo` | Write | Medium | https://policylayer.com/tools/jjpxdev-unreal-mcp/undo.md |

## Tool descriptions

- `delete_actor` — Delete an actor from the current level by name or label.
- `delete_asset` — Delete an asset. Checks for references first.
- `delete_material_expression` — Remove an expression node from a material graph.
- `remove_graph_node` — Remove a node from a Blueprint graph. Requires the optional C++ plugin.
- `build_cook_run` — Full BuildCookRun pipeline — build, cook, stage, package, and optionally deploy/run. This is the primary command for packaging a project.
- `build_graph` — Execute a BuildGraph XML script for CI/CD automation.
- `build_plugin` — Build a plugin standalone.
- `build_target` — Build a C++ target using UnrealBuildTool. Compiles the project's C++ code.
- `call_preset_function` — Call a function exposed via a Remote Control Preset.
- `clean_project` — Clean build artifacts for the project.
- `compile_blueprint` — Compile a Blueprint.
- `content_audit` — Run content audit to find costly or problematic assets (runs ContentAudit commandlet).
- `cook_content` — Cook content only (no C++ build). Converts assets to platform-specific format.
- `execute_console_command` — Run a console command in the Unreal Editor (e.g., 'stat fps', 'stat unit', 'r.SetRes 1920x1080').
- `execute_python` — Execute arbitrary Python code in the Unreal Editor's Python environment. Has access to the full unreal module.
- `generate_lods` — Generate LODs for a static mesh.
- `package_project` — Package the project for distribution. Runs build + cook + stage + package.
- `recompile_material` — Recompile a material after making changes to its graph.
- `reinit_niagara_system` — Reinitialize a Niagara system on an actor.
- `render_sequence` — Queue a Movie Render Queue job for a sequence.
- `reset_niagara_system` — Reset a Niagara system on an actor.
- `run_automation_test` — Run a specific automation test by name.
- `run_automation_tests_by_category` — Run automation tests matching a category pattern.
- `run_editor_utility_blueprint` — Run an Editor Utility Blueprint's Run event.
- `run_editor_utility_widget` — Run an Editor Utility Widget by asset path.
- `run_gauntlet` — Launch a Gauntlet test session via UAT. Runs tests in a full game instance.
- `run_map_check` — Run Map Check validation on the current level.
- `run_stat_command` — Execute a stat console command (e.g., stat fps, stat unit, stat memory).
- `spawn_niagara_at_location` — Spawn a Niagara particle system at a world location.
- `spawn_niagara_attached` — Spawn a Niagara system attached to an actor.
- `start_csv_profiling` — Start CSV profiling capture for performance regression analysis.
- `start_trace` — Start an Unreal Insights trace session with selected channels.
- `stop_trace` — Stop the active Unreal Insights trace session.
- `validate_assets` — Run data validation on assets in a directory.
- `validate_data` — Trigger the Data Validation framework on assets.
- `get_actor_components` — List all components on an actor.
- `get_actor_properties` — Get all properties of an actor by name.
- `get_anim_sequence_info` — Get info about an animation sequence (length, frames, bone data).
- `get_asset_info` — Get detailed metadata for an asset.
- `get_asset_references` — Get the dependency and referencer graph for an asset.
- `get_blueprint_info` — Get Blueprint info: class, variables, functions, components, and graphs.
- `get_build_status` — Parse the last build output and return structured errors, warnings, and progress.
- `get_connection_status` — Check which Unreal Engine transports are currently connected (Remote Control, Python, Plugin Bridge).
- `get_loaded_cells` — Query currently loaded world partition cells.
- `get_preset_info` — Get details of a Remote Control Preset (exposed properties and functions).
- `get_preset_property` — Get a property value exposed via a Remote Control Preset.
- `get_sequence_info` — Get full structure of a level sequence (bindings, tracks, sections).
- `get_test_results` — Get the results of the last automation test run.
- `get_undo_history` — Get the undo/redo transaction history.
- `get_viewport_camera` — Get the current editor viewport camera location and rotation.
- `list_actors` — List all actors in the current level, optionally filtered by class.
- `list_assets` — List assets in a content directory with optional class filter.
- `list_automation_tests` — List available automation tests in the project.
- `list_data_layers` — List all data layers in the current World Partition level.
- `list_graph_nodes` — List all nodes in a Blueprint's event graph.
- `list_material_expressions` — List all expression nodes in a material.
- `list_plugins` — List installed plugins and their enabled status.
- `list_presets` — List all Remote Control Presets in the project.
- `sc_diff` — Get the diff for a modified file in source control.
- `sc_status` — Query source control status of file(s).
- `search_assets` — Search for assets by name, class, or tag.
- `take_screenshot` — Capture a screenshot of the active editor viewport. Returns the file path of the saved image.
- `add_actor_binding` — Bind an actor to a level sequence for animation.
- `add_blueprint_component` — Add a component to a Blueprint.
- `add_blueprint_function` — Add a custom function to a Blueprint.
- `add_blueprint_variable` — Add a variable to a Blueprint.
- `add_graph_node` — Add a node to a Blueprint's event graph. Requires the optional C++ plugin for full node type support. Falls back to Python for basic operations.
- `add_track` — Add a track to an actor binding in a sequence.
- `apply_anim_modifier` — Apply an animation modifier to an animation sequence.
- `apply_material` — Apply a material to an actor's mesh component.
- `connect_graph_nodes` — Wire two node pins together in a Blueprint graph. Requires the optional C++ plugin.
- `connect_material_expressions` — Wire two material expression nodes together.
- `connect_material_property` — Connect an expression to a material output property (BaseColor, Normal, Metallic, Roughness, etc.).
- `consolidate_assets` — Consolidate duplicate assets — replace references from source assets to a target asset.
- `create_anim_blueprint` — Create an Animation Blueprint for a target skeleton.
- `create_anim_montage` — Create an animation montage from an animation sequence.
- `create_blueprint` — Create a new Blueprint class.
- `create_level_sequence` — Create a new LevelSequence asset for cinematics.
- `create_material` — Create a new material asset.
- `create_material_expression` — Add an expression node to a material's graph (e.g., TextureSample, Multiply, Constant3Vector).
- `create_material_function` — Create a reusable material function.
- `create_material_instance` — Create a material instance from a parent material.
- `disable_plugin` — Disable a plugin in the .uproject file. Requires editor restart to take effect.
- `duplicate_actors` — Duplicate actors by name.
- `duplicate_asset` — Duplicate an asset to a new path.
- `enable_plugin` — Enable a plugin in the .uproject file. Requires editor restart to take effect.
- `export_asset` — Export an asset to an external file format.
- `export_sequence_fbx` — Export a level sequence to FBX.
- `fix_redirectors` — Clean up asset redirectors in the project (runs FixUpRedirects commandlet).
- `generate_collision` — Generate collision for a static mesh.
- `generate_lightmap_uvs` — Generate lightmap UVs for a static mesh.
- `generate_project_files` — Regenerate IDE project files (Visual Studio, Xcode, Rider).
- `import_asset` — Import an external file (FBX, PNG, WAV, etc.) into the project.
- `redo` — Redo the last undone editor action.
- `reimport_skeletal_mesh` — Reimport a skeletal mesh from its source file.
- `rename_asset` — Rename or move an asset.
- `resave_packages` — Bulk resave all packages in the project (runs ResavePackages commandlet).
- `save_all` — Save all dirty (modified) assets.
- `save_asset` — Force save a specific asset.
- `sc_checkin` — Check in file(s) to source control with a description.
- `sc_checkout` — Check out file(s) from source control.
- `sc_mark_for_add` — Mark new file(s) for add in source control.
- `sc_revert` — Revert file(s) in source control.
- `select_actors` — Set the editor's actor selection.
- `set_actor_property` — Set a property on an actor via the Remote Control API.
- `set_actor_tags` — Set tags on an actor.
- `set_actor_transform` — Set the location, rotation, and/or scale of an actor.
- `set_blueprint_property` — Set a default property value on a Blueprint's CDO (Class Default Object). For component properties, use a dot path like 'ComponentName.PropertyName'.
- `set_data_layer_state` — Set the state of a data layer (Loaded, Activated, Unloaded).
- `set_material_instance_scalar` — Set a scalar parameter on a material instance.
- `set_material_instance_texture` — Set a texture parameter on a material instance.
- `set_material_instance_vector` — Set a vector parameter on a material instance.
- `set_niagara_bool` — Set a bool parameter on a Niagara component.
- `set_niagara_color` — Set a linear color parameter on a Niagara component.
- `set_niagara_float` — Set a float parameter on a Niagara component.
- `set_niagara_vector` — Set a vector parameter on a Niagara component.
- `set_playback_range` — Set the playback start and end frames of a sequence.
- `set_preset_property` — Set a property value exposed via a Remote Control Preset.
- `set_sequence_framerate` — Set the display frame rate of a sequence.
- `set_skeletal_mesh_lod` — Configure LOD settings on a skeletal mesh.
- `set_streaming_source` — Configure a streaming source component on an actor for World Partition.
- `set_viewport_camera` — Set the editor viewport camera location and/or rotation.
- `spawn_actor` — Spawn a new actor in the current level.
- `spawn_blueprint_actor` — Spawn an instance of a Blueprint class in the level.
- `stop_csv_profiling` — Stop CSV profiling capture and save results.
- `undo` — Undo the last editor action.

## Related servers

- UnClick (1662 tools) — https://policylayer.com/tools/io-github-malamutemayhem-unclick-mcp-server.md
- Apibase (1384 tools) — https://policylayer.com/tools/io-github-whiteknightonhorse-apibase.md
- Delx Mcp A2a (1068 tools) — https://policylayer.com/tools/io-github-davidmosiah-delx-mcp-a2a.md
- MCP Framework Personal (912 tools) — https://policylayer.com/tools/inggerman-mcps.md
- Hermoso (896 tools) — https://policylayer.com/tools/hermoso.md
- Nodebench (824 tools) — https://policylayer.com/tools/io-github-homenshum-nodebench.md
- Altium-MCP-Suite (817 tools) — https://policylayer.com/tools/altium-mcp-suite.md
- Eda Agent (777 tools) — https://policylayer.com/tools/eda-agent.md

## For agents

This record is a snapshot. Live verdicts and the full registry:

- Check every server in your MCP config at once: `npx -y policylayer stack`
- Vet a server before you add it: install the mcp-precheck skill — `npx skills add https://policylayer.com` (skill text: https://policylayer.com/skill.md)
- Query the registry over MCP: endpoint `https://api.policylayer.com/mcp` — tools `check_mcp_server`, `check_mcp_stack`, `check_tool`, `search_registry`, `get_change_events`

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Source: the PolicyLayer MCP registry — one continuously verified record per MCP server. Full record: https://policylayer.com/registry?q=jjpxdev-unreal-mcp · API: https://policylayer.com/registry/api · Recommended policies for every tool: https://policylayer.com/policies/jjpxdev-unreal-mcp
