remove_graph_node
Remove a node from a Blueprint graph. Requires the optional C++ plugin.
This record as markdown: /tools/jjpxdev-unreal-mcp/remove-graph-node.md
What remove_graph_node does on Unreal
AI agents call remove_graph_node to permanently remove resources in Unreal, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.
| Parameter | Type | Required | Description |
|---|---|---|---|
node_id | string | Yes | Node ID to remove |
blueprint_path | string | Yes | Blueprint asset path |
Parameters from the server's own tool schema.
Why remove_graph_node is rated Critical
Removing a node from a Blueprint graph is a destructive operation. Blueprint nodes may have complex connections and logic; deleting them cannot be automatically undone by the tool itself, and could break Blueprint functionality. This qualifies as Destructive with high severity given the potential to corrupt or break game logic in an Unreal Engine project.
From the tool's definition 'Remove a node from a Blueprint graph' — removal is irreversible without manual undo; deletes graph nodes from a Blueprint.
Attacks that exploit this kind of access
The rule that runs remove_graph_node 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 remove_graph_node, this is the rule to start with:
remove_graph_node is removed from the agent's tool list entirely, so the agent never calls it. The rest of the server keeps working.
The button opens the PolicyLayer dashboard: create your workspace, connect Unreal, apply this rule, and every remove_graph_node call is checked against it from then on.
Questions about remove_graph_node
Remove a node from a Blueprint graph. Requires the optional C++ plugin. It is categorised as a Destructive tool in the Unreal MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.
remove_graph_node accepts 2 parameters: node_id, blueprint_path. Required: node_id, blueprint_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 remove_graph_node: 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.
remove_graph_node is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.
Yes. Add a rate_limit block to the remove_graph_node 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 remove_graph_node. 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.
remove_graph_node 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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