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Scene & Level8
  • scene_query

    Spawn / move / rotate / scale actors; batch-modify properties; find by class, label, tag, or location; find empty space; group by prefix

  • scene_brief

    Level overview — total actor count, class distribution, label prefix groups, overall scene bounds

  • scene_compose

    Batched scene authoring — spawn + configure + attach many actors in one call

  • level_inspect

    World / persistent level / streaming / World Partition / level instances / data layers

  • actor_inspect

    Deep per-actor inspection — components, materials, collision, physics, LODs, rendering, visibility flags

  • search_assets

    Content Browser search (name / prefix / class). Get asset dependencies and referencers

  • asset_references

    Hard-reference BFS walk — what does X pull in, what uses X

  • project_context

    Engine version, enabled plugins (with filter), project settings, available maps, content stats

Blueprint Authoring11
  • bp_createPRO

    Create Blueprints, Interfaces, Enums, Structs from any parent class with optional inline components + variables

  • bp_classPRO

    Class-level settings — parent, interfaces, CDO property writes (dot-notation), metadata

  • bp_variablePRO

    Batched variable CRUD with full type vocab (scalars, structs, object/class refs, enums, Arrays / Sets / Maps, soft-refs)

  • bp_componentPRO

    Batched component add / remove / rename / reparent with property writes (collision, transforms, mesh refs)

  • bp_graph_writePRO

    Create / delete Event / Function / Macro graphs with typed inputs + outputs

  • bp_nodesPRO

    Batched node creation in one graph — ~40 types (event, custom_event, function_call, variable_get/set, branch, sequence, cast, make/break_struct, spawn_actor, input_action, timeline, math, comparison, select, for_each_loop, switch_*, make_array/map/set, format_text, …)

  • bp_wirePRO

    Batched exec + data edges + pin defaults + pin ops (split / recombine / anchor wildcard / change type). Auto-retries single-input pin names (Sine/Cosine/Abs)

  • bp_inputPRO

    Enhanced Input bundle — IA + IMC + key bindings + modifiers + triggers in one call

  • bp_commitPRO

    Compile + auto-layout + health check (orphan pins, dangling exec chains, unresolved wildcards). Fingerprint for drift detection

  • bp_authorPRO

    ESCAPE HATCH — full GraphSpec JSON one-shot with auto-repair (~50 rules) + SpecContractCheck + StableIdToNodeGuidHex map

  • bp_dry_runPRO

    Capability probe — check_intent validates types/nodes/assets statically; check_spec runs the composer's real dry-run (snapshot + rollback)

Blueprint Inspection & Rescue7
  • bp_brief

    Compact one-call BP overview — parent, components, variables, graphs, dispatchers + stable-id summary

  • bp_inspect

    18 targeted ops — overview, variables, functions, components, class_defaults, graphs, nodes, connections, node_pins, path_between, pin_linked, compile_status, fingerprint, unresolved_pins

  • bp_graph_read

    Graph-level reads — nodes, connections, pins, export_spec, health_check, graph_summary, graph_description. Stable IDs on every node for referencing in authoring

  • bp_export

    Full GraphSpec JSON dump with graph filtering — clone a graph from one BP to another verbatim

  • load_bp_skillsPRO

    Load Blueprint / animation / widget / AI authoring skill docs by topic ID (86+ topics). Cross-domain scene IDs accepted in same call

  • load_scene_skillsPRO

    Load scene / level / material / VFX / audio skill docs by topic ID (54+ topics). Cross-domain Blueprint IDs accepted in same call

  • repair_blueprintPRO

    Rescue a corrupted BP before commit — duplicate graphs, orphan nodes, broken references, stale timelines

Materials & Shading2
  • material_inspect

    Material overview, expression list, connection map, parameter list, referenced textures with format, shader stats, parent chain

  • material_edit

    43 ops — create materials / instances / functions / MPCs; add expression nodes; wire to BaseColor / Normal / Emissive / etc; custom HLSL; auto-layout + recompile

VFX (Niagara + Chaos)5
  • niagara_inspect

    Niagara System inspection — emitters, user parameters, renderers, module stack

  • niagara_edit

    Create / duplicate systems, add/remove emitters, set user parameters, set renderer materials + meshes, spawn + control activation

  • niagara_script_edit

    Niagara Script module authoring — reusable emitter logic, dynamic inputs, custom expressions

  • chaos_edit

    Geometry Collections — fracture, cluster connection type, destruction thresholds, physics properties (mass, density, friction)

  • ramp_authoring

    Author UCurveFloat / UCurveVector / UCurveLinearColor — keys, tangents, pre/post infinity

Animation System5
  • animation_inspect

    AnimSequence / Montage / AnimBP / IKRig / IKRetargeter inspection — root motion, rate scale, curves, skeleton info

  • animation_edit

    Create anim assets (Sequence, Montage, BlendSpace, AimOffset, PhysicsAsset), duplicate across skeletons, batch retarget, FBX import, montage sections + branching, bone track keyframes, notify tracks

  • animation_graph_edit

    AnimBP graphs — state machines, states, transitions, AnimGraph nodes (sequence_player, blend_space_player, apply_additive, two_bone_ik, control_rig)

  • ik_rig_edit

    IK Rig authoring — chains, solvers (FABRIK, Full-Body IK, Set Transform), goals, bone settings

  • ik_retarget

    IK Retargeter chain mapping + batch retarget animations between source and target skeletons

Widgets / UMG2
  • widget_inspect

    Widget BP tree, per-widget properties (font, brush, slot), full snapshots, validation, live widgets in PIE, viewport info

  • widget_edit

    80+ ops — Widget BP creation, 40+ native widget types, reflection-based property writes, slot layout (Canvas / Box / Grid), fonts + brushes, 13 widget-specific configure ops, bind events to EventGraph, keyframe animations, MVVM ViewModels, PIE control

AI — BTs, GAS, Tags, StateTree4
  • behavior_tree

    50+ ops — BTs + Blackboards, AI Controllers + perception, NavMesh + NavLinks, EQS queries, Smart Objects, runtime BT + blackboard inspection in PIE, breakpoints, visual logger

  • state_tree_edit

    UStateTree assets — states, transitions, tasks, evaluators, conditions. AI / gameplay state machines using the StateTree paradigm

  • gas_edit

    Gameplay Ability System — abilities (tags, cost, cooldown, activation policies), Gameplay Effects (duration, modifiers), Attribute Sets

  • tag_registry_edit

    Register gameplay tags, create tag tables, set parent tags, delete tags

Landscape & Foliage4
  • landscape_inspect

    Terrain queries — height/slope/normal at any position, terrain stats, find flat buildable areas, paint layers, heightmap export

  • landscape_edit

    Create/delete landscapes, sculpt (raise/lower/smooth/flatten/erosion), procedural noise, semantic features (mountains/valleys/craters/plateaus), paint weight layers, import/export R16 heightmaps

  • foliage_inspect

    List foliage types + instance counts, query instances within a radius

  • foliage_edit

    Create FoliageTypes, scatter in circles / rectangles / on weight layers, place exact transforms, remove by radius or type, configure density + alignment

Cinematics, Audio, Procedural5
  • sequencer_edit

    Level Sequences (cinematics / cutscenes) — actor bindings, transform / animation / audio / camera / event / fade tracks, keyframes with interp control, camera cuts

  • metasound_edit

    MetaSound Source graphs — oscillators, filters, envelopes, mixers, sample players; wire audio + data pins; inputs / outputs

  • sound_asset_edit

    SoundCue graphs, SoundClass hierarchy, SoundAttenuation curves + spatialization

  • pcg_graph_edit

    PCG (Procedural Content Generation) graph authoring — point generators, samplers, filters, transformers, density ops, mesh spawners

  • collision_profile_edit

    Collision profiles + physical materials + object type responses

Data Assets1
  • asset_factory

    56 batched ops — Enums (CRUD values), Structs (CRUD properties with retype), DataTables (CRUD rows + bulk JSON import), Data Assets (any subclass), Enhanced Input (IA + IMC + key mappings + modifiers + triggers). Also hosts `delete_blueprint` — the crash-safe BP removal path

Runtime Verification (PIE)2
  • pie_test_scene

    Scene PIE verification with narrow input whitelist (console, wait, wait_for, spawn_actor, play_sequence, fire_damage). Lifecycle + VFX + audio + log + vision assertions + baseline pixel-diff

  • pie_test_bpPRO

    Full Blueprint runtime verification — inject keyboard / Enhanced Input / mouse / widget clicks / function calls / dispatcher fires / damage / blackboard writes; 30+ assertion types (variable_equals, dispatcher_fired, anim_state, bt_task_ran, widget_visible, niagara_activated, overlap_detected)

C++ & Editor5
  • cpp_source

    Read / write .h / .cpp with line ranges + auto-backup; create new UCLASS / USTRUCT / UENUM headers; regex search across Source/; parse UE reflection macros; trigger Live Coding; regenerate project files

  • editor_actions

    Undo / redo, save, select actors, focus viewport, build lighting / navigation / all, compile Blueprints, PIE start / stop, viewport modes

  • editor_log

    Output Log tail + Message Log listings with verbosity filter + since_seconds window

  • performance_audit

    Triangle counts, actor counts by class, mesh complexity, texture memory, lighting stats, optimization warnings

  • window_capture

    Capture Unreal viewport as PNG for LLM context

Execution Escape Hatches2
  • python_executionPRO

    Run arbitrary Python directly inside the editor process. `unreal` module pre-imported; pre-injected `result` dict for structured output

  • unreal_apiPRO

    Look up 15,000+ Unreal Engine API signatures (exact / fuzzy / fulltext). Filter by class, method, property, constant

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