generate_lightmap_uvs
Generate lightmap UVs for a static mesh.
This record as markdown: /tools/jjpxdev-unreal-mcp/generate-lightmap-uvs.md
What generate_lightmap_uvs does on Unreal
AI agents use generate_lightmap_uvs 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 |
|---|---|---|---|
mesh_path | string | Yes | Static mesh asset path |
Parameters from the server's own tool schema.
Why generate_lightmap_uvs is rated Medium
Generating lightmap UVs modifies the static mesh asset by adding or updating UV channel data used for baking lighting information. This is a reversible change that falls under Write operations (creates/modifies data). Severity is medium because incorrect lightmap UV generation could degrade rendering quality or cause baking artifacts, but the change is non-destructive and can be regenerated or undone.
From the tool's definition Tool name 'generate_lightmap_uvs' and description 'Generate lightmap UVs for a static mesh' indicate modification of mesh data (UV generation). This creates or alters asset properties without deletion.
Attacks that exploit this kind of access
The rule that runs generate_lightmap_uvs 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 generate_lightmap_uvs, this is the rule to start with:
generate_lightmap_uvs 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 generate_lightmap_uvs call is checked against it from then on.
Questions about generate_lightmap_uvs
Generate lightmap UVs for a static mesh. 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.
generate_lightmap_uvs accepts 1 parameter: mesh_path. Required: mesh_path. 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 generate_lightmap_uvs: 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.
generate_lightmap_uvs 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 generate_lightmap_uvs 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 generate_lightmap_uvs. 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.
generate_lightmap_uvs 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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