cook_content
Cook content only (no C++ build). Converts assets to platform-specific format.
This record as markdown: /tools/jjpxdev-unreal-mcp/cook-content.md
What cook_content does on Unreal
AI agents invoke cook_content to trigger actions in Unreal. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
| Parameter | Type | Required | Description |
|---|---|---|---|
maps | array | — | Specific maps to cook (empty = all) |
iterate | boolean | — | Iterative cook |
platform | string | — | Target platform |
Parameters from the server's own tool schema.
Why cook_content is rated High
The cook_content tool executes a content cooking pipeline in Unreal Engine, which is an external operation that transforms and processes game assets. This is an Execute category tool because it runs a complex build operation with side effects (asset conversion, file generation, potential errors). While not destructive (original assets remain), it triggers significant external processing.
From the tool's definition 'Cook content only (no C++ build). Converts assets to platform-specific format.' - this runs a build pipeline operation that processes and transforms assets, triggering external compilation/conversion operations whose effects depend on which assets are…
Attacks that exploit this kind of access
The rule that runs cook_content 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 cook_content, this is the rule to start with:
cook_content stays usable, but rate-capped: a runaway agent can't fire it dozens of times 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 cook_content call is checked against it from then on.
Questions about cook_content
Cook content only (no C++ build). Converts assets to platform-specific format. It is categorised as a Execute tool in the Unreal MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
cook_content accepts 3 parameters: maps, iterate, platform. 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 cook_content: 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.
cook_content is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the cook_content 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 cook_content. 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.
cook_content 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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