connect_graph_nodes
Wire two node pins together in a Blueprint graph. Requires the optional C++ plugin.
This record as markdown: /tools/jjpxdev-unreal-mcp/connect-graph-nodes.md
What connect_graph_nodes does on Unreal
AI agents use connect_graph_nodes 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 |
|---|---|---|---|
source_pin | string | Yes | Source pin name |
target_pin | string | Yes | Target pin name |
blueprint_path | string | Yes | Blueprint asset path |
source_node_id | string | Yes | Source node ID |
target_node_id | string | Yes | Target node ID |
Parameters from the server's own tool schema.
Why connect_graph_nodes is rated Medium
This tool modifies blueprint graph structure by creating connections between nodes, which is a reversible write operation. It doesn't execute code, delete data, or involve financial transactions.
From the tool's definition Tool description states it will "Wire two node pins together in a Blueprint graph" - this creates/modifies graph connections in Unreal Engine blueprints.
Attacks that exploit this kind of access
The rule that runs connect_graph_nodes 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 connect_graph_nodes, this is the rule to start with:
connect_graph_nodes 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 connect_graph_nodes call is checked against it from then on.
Questions about connect_graph_nodes
Wire two node pins together in a Blueprint graph. Requires the optional C++ plugin. 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.
connect_graph_nodes accepts 5 parameters: source_pin, target_pin, blueprint_path, source_node_id, target_node_id. Required: source_pin, target_pin, blueprint_path, source_node_id, target_node_id. 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 connect_graph_nodes: 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.
connect_graph_nodes 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 connect_graph_nodes 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 connect_graph_nodes. 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.
connect_graph_nodes 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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