recompile_material
Recompile a material after making changes to its graph.
This record as markdown: /tools/jjpxdev-unreal-mcp/recompile-material.md
What recompile_material does on Unreal
AI agents invoke recompile_material 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 |
|---|---|---|---|
material_path | string | Yes | Material asset path |
Parameters from the server's own tool schema.
Why recompile_material is rated High
Recompiling a material triggers an execution process (shader compilation) in Unreal Engine. It doesn't simply read or write data in a reversible way; it runs the material compiler pipeline. The blast radius is medium since a failed or corrupted recompile could break material rendering across the project, but it doesn't irreversibly delete data.
From the tool's definition 'Recompile a material after making changes to its graph' — triggers a compilation/build process on a material asset
Attacks that exploit this kind of access
The rule that runs recompile_material 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 recompile_material, this is the rule to start with:
recompile_material 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 recompile_material call is checked against it from then on.
Questions about recompile_material
Recompile a material after making changes to its graph. 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.
recompile_material accepts 1 parameter: material_path. Required: material_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 recompile_material: 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.
recompile_material 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 recompile_material 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 recompile_material. 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.
recompile_material 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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