20 tools from the Ue MCP Server, categorised by risk level.
View the Ue policy →audio Audio: sound assets, playback, ambient sounds, SoundCues, MetaSounds.
Actions:
- list: List sound assets. Params: directory?, recursive?
- play_at... 3/5 gas Gameplay Ability System: abilities, effects, attribute sets, cues.
Actions:
- add_asc: Add AbilitySystemComponent. Params: blueprintPath, componen... 2/5 landscape Landscape terrain: info, layers, sculpting, painting, materials, heightmap import.
Actions:
- get_info: Get landscape setup
- list_layers: List pa... 3/5 networking Networking and replication: actor replication, property replication, net relevancy, dormancy.
Actions:
- set_replicates: Enable actor replication.... 2/5 reflection UE reflection: classes, structs, enums, gameplay tags.
Actions:
- reflect_class: Reflect UClass. Params: className, includeInherited?
- reflect_st... 2/5 animation Animation assets, skeletons, montages, blendspaces, anim blueprints, physics assets.
Actions:
- read_anim_blueprint: Read AnimBP structure. Params... 5/5 asset Asset management: list, search, read, CRUD, import meshes/textures, datatables.
Actions:
- list: List assets in directory. Params: directory?, typ... 5/5 blueprint Blueprint reading, authoring, and compilation. Covers variables, functions, graphs, nodes, components, interfaces, and event dispatchers.
Actions:... 5/5 demo Neon Shrine demo scene builder and cleanup.
Actions:
- step: Execute demo step. Params: stepIndex?
- cleanup: Remove demo assets and actors 4/5 editor Editor commands, Python execution, PIE, undo/redo, hot reload, viewport, performance, sequencer, build pipeline, logs, editor control.
Actions:
- ... 5/5 foliage Foliage painting, types, sampling, and settings.
Actions:
- list_types: List foliage types in level
- get_settings: Read foliage type settings. Pa... 4/5 gameplay Gameplay systems: physics, collision, navigation, input, behavior trees, AI (EQS, perception, State Trees, Smart Objects), game framework.
Actions... 5/5 level Level actors, selection, components, level management, volumes, lights, and splines.
Actions:
- get_outliner: List actors. Params: classFilter?, n... 5/5 material Materials: create, read, parameters, shading, textures, and graph authoring (expression nodes, connections).
Actions:
- read: Read material struct... 4/5 niagara Niagara VFX: systems, emitters, spawning, parameters, and graph authoring.
Actions:
- list: List Niagara assets. Params: directory?, recursive?
- ... 5/5 pcg Procedural Content Generation: graphs, nodes, connections, execution, volumes.
Actions:
- list_graphs: List PCG graphs. Params: directory?, recurs... 5/5 widget UMG Widget Blueprints, Editor Utility Widgets, and Editor Utility Blueprints.
Actions:
- read_tree: Read widget hierarchy. Params: assetPath
- get... 5/5 flow Run or inspect named flows defined in ue-mcp.yml. Config is reloaded on every call — no restart needed.
Actions:
- run: Execute a flow. Params: fl... 4/5 project Project status, config INI files, and C++ source inspection.
Actions:
- get_status: Check server mode and editor connection
- set_project: Switch ... 5/5 The Ue MCP server exposes 20 tools across 4 categories: Write, Destructive, Execute, Other.
Use Intercept, the open-source MCP proxy. Write YAML rules for each tool — rate limits, argument validation, or deny rules — then run Intercept in front of the Ue server.
Ue tools are categorised as Write (5), Destructive (12), Execute (2), Other (1). Each category has a recommended default policy.
Open source. One binary. Zero dependencies.
npx -y @policylayer/intercept