This record as markdown: /tools/jjpxdev-unreal-mcp/add-blueprint-component.md
What add_blueprint_component does on Unreal
AI agents use add_blueprint_component to create or update resources in Unreal, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Unreal environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
blueprint_path | string | Yes | Blueprint asset path |
component_name | string | — | Name for the component |
component_class | string | Yes | Component class (e.g., StaticMeshComponent, BoxCollisionComponent, PointLightComponent) |
Parameters from the server's own tool schema.
Why add_blueprint_component is rated Medium
This tool creates or modifies a Blueprint asset by adding a component to it. This is a Write-category operation because it creates new data structures within the Blueprint (reversibly). While it affects game logic and structure, it does not execute arbitrary code, delete data irreversibly, or trigger external financial operations.
From the tool's definition Tool description: 'Add a component to a Blueprint.' The verb 'Add' and the action of modifying a Blueprint by inserting a component constitute a reversible write operation.
Attacks that exploit this kind of access
The rule that runs add_blueprint_component safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Unreal, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For add_blueprint_component, this is the rule to start with:
add_blueprint_component stays usable, but capped: an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Unreal, apply this rule, and every add_blueprint_component call is checked against it from then on.
Questions about add_blueprint_component
Add a component to a Blueprint. It is categorised as a Write tool in the Unreal MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
add_blueprint_component accepts 3 parameters: blueprint_path, component_name, component_class. Required: blueprint_path, component_class. The full parameter table on this page comes from the server's own tool schema.
Register the Unreal MCP server in PolicyLayer and add a rule for add_blueprint_component: 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. Nothing to install.
add_blueprint_component is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the add_blueprint_component 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.
Set action: deny in the PolicyLayer policy for add_blueprint_component. 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.
add_blueprint_component is provided by the Unreal MCP server (@jjpxdev/unreal-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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