Critical Risk →

gameplay

Gameplay systems: physics, collision, navigation, input, behavior trees, AI (EQS, perception, State Trees, Smart Objects), game framework. Actions: - set_collision_profile: Set collision preset. Params: actorLabel, profileName - set_simulate_physics: Toggle physics. Params: actorLabel, simulate ...

Accepts file system path (directory); High parameter count (40 properties)

Part of the Ue MCP server. Enforce policies on this tool with Intercept, the open-source MCP proxy.

ue-mcp Destructive Risk 5/5

AI agents may call gameplay to permanently remove or destroy resources in Ue. Without a policy, an autonomous agent could delete critical data in a loop with no way to undo the damage. Intercept blocks destructive tools by default and requires explicit human approval before enabling them.

Without a policy, an AI agent could call gameplay in a loop, permanently destroying resources in Ue. There is no undo for destructive operations. Intercept blocks this tool by default and only allows it when a human explicitly approves the action.

Destructive tools permanently remove data. Block by default. Only enable with explicit approval workflows.

ue.yaml
tools:
  gameplay:
    rules:
      - action: deny
        reason: "Blocked by default — enable with approval"

See the full Ue policy for all 20 tools.

Tool Name gameplay
Category Destructive
MCP Server Ue MCP Server
Risk Level Critical

View all 20 tools →

Agents calling destructive-class tools like gameplay have been implicated in these attack patterns. Read the full case and prevention policy for each:

Browse the full MCP Attack Database →

Other tools in the Destructive risk category across the catalogue. The same policy patterns (deny, require_approval) apply to each.

gameplay is one of the critical-risk operations in Ue. For the full severity-focused view — only the critical-risk tools with their recommended policies — see the breakdown for this server, or browse all critical-risk tools across every MCP server.

What does the gameplay tool do? +

Gameplay systems: physics, collision, navigation, input, behavior trees, AI (EQS, perception, State Trees, Smart Objects), game framework. Actions: - set_collision_profile: Set collision preset. Params: actorLabel, profileName - set_simulate_physics: Toggle physics. Params: actorLabel, simulate - set_collision_enabled: Set collision mode. Params: actorLabel, collisionEnabled - set_physics_properties: Set mass/damping/gravity. Params: actorLabel, mass?, linearDamping?, angularDamping?, enableGravity? - rebuild_navigation: Rebuild navmesh - get_navmesh_info: Query nav system - project_to_nav: Project point to navmesh. Params: location, extent? - spawn_nav_modifier: Place nav modifier. Params: location, extent?, areaClass? - create_input_action: Create InputAction. Params: name, packagePath?, valueType? - create_input_mapping: Create InputMappingContext. Params: name, packagePath? - list_input_assets: List input assets. Params: directory?, recursive? - read_imc: Read InputMappingContext mappings. Params: imcPath. Returns {key, inputAction, triggers[], modifiers[]}. - list_input_mappings: Alias for read_imc. List key→action bindings with triggers/modifiers. Params: imcPath - add_imc_mapping: Add key mapping to IMC. Params: imcPath, inputActionPath, key - set_mapping_modifiers: Set modifiers/triggers on an IMC mapping. Params: imcPath, mappingIndex?, modifiers?, triggers? - remove_imc_mapping: (#158) Remove an IMC mapping. Params: imcPath, mappingIndex? | (inputActionPath? + key?) - set_imc_mapping_key: (#158) Rebind an IMC mapping to a new key. Params: imcPath, newKey, mappingIndex? | key? | inputActionPath? - set_imc_mapping_action: (#158) Retarget an IMC mapping to a different InputAction. Params: imcPath, newInputActionPath, mappingIndex? | key? | inputActionPath? - list_behavior_trees: List behavior trees. Params: directory?, recursive? - get_behavior_tree_info: Inspect behavior tree (top-level + blackboard). Params: assetPath - read_behavior_tree_graph: Walk BT tree: composites, tasks, decorators, services with blackboard keys. Params: assetPath - create_blackboard: Create Blackboard. Params: name, packagePath? - create_behavior_tree: Create behavior tree. Params: name, packagePath?, blackboardPath? - create_eqs_query: Create EQS query. Params: name, packagePath? - list_eqs_queries: List EQS queries. Params: directory? - add_perception: Add AIPerceptionComponent. Params: blueprintPath, senses? - configure_sense: Configure perception sense. Params: blueprintPath, senseType, settings? - create_state_tree: Create StateTree. Params: name, packagePath? - list_state_trees: List StateTrees. Params: directory? - add_state_tree_component: Add StateTreeComponent. Params: blueprintPath - create_smart_object_def: Create SmartObjectDefinition. Params: name, packagePath? - add_smart_object_component: Add SmartObjectComponent. Params: blueprintPath - inspect_pie: Inspect PIE runtime. Params: actorLabel? - get_pie_anim_state: Get PIE anim instance state. Params: actorLabel - get_pie_anim_properties: Read arbitrary UPROPERTY values on a PIE actor's AnimInstance (#139). Params: actorLabel, propertyNames? (omit = dump all) - get_pie_subsystem_state: Read UPROPERTY values on a running subsystem in PIE (#139). Params: subsystemClass, scope? (game|world|engine|localplayer), propertyNames? - create_game_mode: Create GameMode BP. Params: name, packagePath?, parentClass?, defaults? - create_game_state: Create GameState BP. Params: name, packagePath?, parentClass? - create_player_controller: Create PlayerController BP. Params: name, packagePath?, parentClass? - create_player_state: Create PlayerState BP. Params: name, packagePath? - create_hud: Create HUD BP. Params: name, packagePath? - set_world_game_mode: Set level GameMode override. Params: gameModePath - get_framework_info: Get level framework classes. It is categorised as a Destructive tool in the Ue MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.

How do I enforce a policy on gameplay? +

Add a rule in your Intercept YAML policy under the tools section for gameplay. You can allow, deny, rate-limit, or validate arguments. Then run Intercept as a proxy in front of the Ue MCP server.

What risk level is gameplay? +

gameplay is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.

Can I rate-limit gameplay? +

Yes. Add a rate_limit block to the gameplay rule in your Intercept 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.

How do I block gameplay completely? +

Set action: deny in the Intercept policy for gameplay. 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.

What MCP server provides gameplay? +

gameplay is provided by the Ue MCP server (ue-mcp). Intercept sits as a proxy in front of this server to enforce policies before tool calls reach the server.

Enforce policies on Ue

Open source. One binary. Zero dependencies.

npx -y @policylayer/intercept
github.com/policylayer/intercept →
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