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Tools Reference
What the server can do, and how it's organized. You never need this page to use it, because search finds capabilities from plain words. It's here to show what exists and where.
The catalog holds 389 capabilities (at the time of writing), organized three ways:
| Layer | Example | Used for | |
|---|---|---|---|
| 🧰 | Internal tools: 23 of them |
manage_asset, control_actor
|
Routing requests to the plugin. Old {tool, action} names still resolve through them. |
| 🗂️ | Domains and families: 40 domains |
actor, widget, material
|
How describe browses the catalog |
| 🔹 | Capabilities: 389 |
control_actor.spawn, texture.create_texture
|
What you search for, describe and execute |
Tip
The full list, with each capability's effect, required scope and consent, is the generated Action Reference. It is rebuilt from the same records the gateway validates against, so it is never out of date.
mindmap
root((unreal))
Core
manage_asset
manage_blueprint
control_actor
control_editor
manage_level
system_control
inspect
manage_tools
World
build_environment
manage_level_structure
manage_geometry
manage_pcg
Gameplay
animation_physics
manage_character
manage_combat
manage_effect
manage_gas
manage_ai
manage_inventory
manage_interaction
Utility
manage_audio
manage_sequence
manage_networking
| Tool | # | Covers | Examples |
|---|---|---|---|
manage_asset |
46 | Assets and folders: import, move, rename, duplicate, delete. Materials, material graphs and instances; procedural textures and render targets; data tables, structs, enums; metadata, dependencies, source control, Fab. |
import move create_material add_material_node create_material_instance create_data_table source_control_checkout
|
manage_blueprint |
28 | Blueprints, components, variables, functions, event graphs (node by node or a whole graph in one batch), compiling. UMG widgets: layout, fonts, bindings, animations, previews. |
create add_variable add_scs_component build_graph edit_graph compile create_widget_blueprint bind_text preview_widget
|
control_actor |
24 | Spawning (single or batch), transforms, attachment, components, materials, tags, collision, visibility, calling actor functions, placement audits |
spawn set_transform attach add_component set_material find_by_tag audit_placement call_actor_function
|
control_editor |
21 | Play-In-Editor, synthetic input, game speed, screenshots, viewport camera and view modes, bookmarks, opening assets, saving, undo and redo, editor preferences, restarting the editor |
play simulate_input set_game_speed screenshot set_camera open_asset save_all undo restart_editor
|
manage_level |
17 | Create, load, save, duplicate, import and export levels; sublevels and streaming; world settings; lighting builds; validation |
load save create_level add_sublevel stream get_summary validate_level
|
system_control |
25 | Console commands, logs, project settings, plugins, profiling and Insights, scalability, builds and packaging, tests, asset validation, Python |
console_command read_log set_project_setting profile_performance run_build package_project execute_python
|
inspect |
16 | Read and write any UObject's properties; components, class info, Blueprint details, editor state, runtime reports |
inspect_object get_property set_property inspect_class get_components get_editor_state
|
manage_tools |
8 | Which internal tools are enabled. Reached through configure, not execute. |
get_status enable_tools disable_category reset
|
| Tool | # | Covers | Examples |
|---|---|---|---|
build_environment |
40 | Landscapes (create, sculpt, paint, heightmaps), foliage, lights and sky, atmosphere, shadows and Lightmass, water, weather, splines, procedural terrain, scene captures |
create_landscape sculpt_landscape add_foliage create_light configure_sky_atmosphere create_spline_actor create_water_body_ocean
|
manage_level_structure |
8 | Levels and sublevels, World Partition, streaming, data layers, HLOD, level instances; volumes (trigger, blocking, physics, audio, post process, nav bounds) |
create_level configure_level_streaming create_volume set_volume_properties
|
manage_geometry |
15 | Geometry Script meshes: primitives, booleans, deformers, UVs, simplification, collision, LODs, Nanite and static-mesh conversion |
create_box boolean_union extrude bend auto_uv generate_collision convert_to_static_mesh
|
manage_pcg |
3 | PCG graphs: create, add and connect nodes, configure, execute |
create_pcg_graph add_pcg_node execute_pcg_graph
|
| Tool | # | Covers | Examples |
|---|---|---|---|
animation_physics |
26 | Animation Blueprints and state machines, blend spaces, montages, skeletons and sockets, retargeting, Control Rig and IK, physics assets, ragdolls, cloth, vehicles |
create_animation_blueprint add_blend_sample add_montage_notify create_control_rig setup_ik setup_ragdoll configure_vehicle
|
manage_character |
10 | Character Blueprints, movement and locomotion; MetaHuman creation and export where the MetaHuman plugin is available |
create_character_blueprint setup_movement configure_movement_speeds create_metahuman
|
manage_combat |
5 | Weapon Blueprints, meshes, projectiles, hit detection |
create_weapon_blueprint configure_projectile configure_hit_detection
|
manage_effect |
13 | Niagara systems, emitters and modules; spawning and simulating effects; debug shapes |
create_niagara_system add_emitter_to_system add_niagara_module spawn_niagara debug_shape
|
manage_gas |
6 | Gameplay Ability System: abilities, attribute sets, effects, tags, ability system components |
create_gameplay_ability add_attribute set_effect_duration configure_asc
|
manage_ai |
16 | AI controllers, Behavior Trees and Blackboards, EQS, State Trees, Smart Objects, perception, NavMesh and nav links, Mass entity configs |
create_behavior_tree add_blackboard_key create_eqs_query create_state_tree setup_perception
|
manage_inventory |
6 | Item data assets, loot tables, crafting recipes, inventory replication |
create_item_data_asset add_loot_entry add_recipe_ingredient
|
manage_interaction |
3 | Doors and other interactable actors |
create_door_actor configure_door_properties
|
| Tool | # | Covers | Examples |
|---|---|---|---|
manage_audio |
13 | Playing, stopping and fading sounds; audio actors and components; Sound Cues and MetaSounds (read and edit their graphs); attenuation, sound classes, mixes |
play_sound stop_sound create_audio_asset edit_metasound edit_sound_cue configure_sound_attenuation
|
manage_sequence |
19 | Level Sequences, bindings, tracks and keys, cameras; Movie Render Queue; media playback; Take Recorder; replays |
create edit_sequence_bindings edit_sequence_tracks play
|
manage_networking |
21 | Replication, RPCs, prediction, sessions and LAN hosting, voice, split-screen players, game framework classes (game mode, player controller, player start), Enhanced Input actions and mappings |
configure_replication configure_rpc host_lan_server create_framework_class configure_game_mode configure_input get_input_info
|
Note
Many capabilities need an engine plugin (Sequencer, Control Rig, Geometry Scripting, PCG, MetaSound, …). 📦 Installation lists which, and each capability says so under availability.requiredPlugins.
Most capabilities are families: one capability whose selector parameter picks the variant. That keeps the catalog small without losing any operation.
| Capability | Selector | Values |
|---|---|---|
control_actor.spawn |
spawnKind |
class (default) · blueprint · batch
|
texture.create_texture |
kind |
gradient · noise · pattern · ao_from_mesh · normal_from_height · resized · channel_pack · channel_extract · combined
|
-
describeshows the selector with its allowed values. A parameter only some variants read carriesvariants, naming them. -
Old names keep working. Before folding,
create_noise_texturewas its own action.{ "tool": "manage_asset", "action": "create_noise_texture" }still describes and executes, and it fills inkind: "noise"for you. A value you pass yourself is never overridden. - Former capability ids are aliases of the family, so a consent grant that names the old id is accepted too.
Every capability declares three things:
| Property | Values | Meaning |
|---|---|---|
| effect |
read · write · destructive
|
What it does to your project |
| scope |
read · write · destructive · admin
|
What the caller's token must hold |
| consent |
none · explicit · elevated
|
Whether each call needs a consent grant |
62 capabilities need consent: every destructive one, plus 33 writes. How scopes and consent work is on 🔐 Security.
A capability answers to several names:
| Name | Example | Accepted by |
|---|---|---|
{tool, action} pair: what search rows and nextCall use |
{ "tool": "control_actor", "action": "spawn" } |
Both routes |
| Legacy pair: a pre-0.6 or pre-fold action name | { "tool": "manage_asset", "action": "create_noise_texture" } |
Both routes |
| Canonical id | "capability": "control_actor.spawn" |
The stdio route |
| Alias: lets a caller's verb find the right capability when the action name uses another word | declared per capability | Search on both routes; as an id on stdio |
If an alias ever matched two capabilities, the call would be refused with ALIAS_CONFLICT rather than guessed.
📖 This wiki covers the 0.6 line (dev branch, npm @beta) · ✏️ Something wrong or missing? Open an issue or start a discussion
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