64 Unreal Engine tools in your IDE
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scene_querySpawn / move / rotate / scale actors; batch-modify properties; find by class, label, tag, or location; find empty space; group by prefix
scene_briefLevel overview — total actor count, class distribution, label prefix groups, overall scene bounds
scene_composeBatched scene authoring — spawn + configure + attach many actors in one call
level_inspectWorld / persistent level / streaming / World Partition / level instances / data layers
actor_inspectDeep per-actor inspection — components, materials, collision, physics, LODs, rendering, visibility flags
search_assetsContent Browser search (name / prefix / class). Get asset dependencies and referencers
asset_referencesHard-reference BFS walk — what does X pull in, what uses X
project_contextEngine version, enabled plugins (with filter), project settings, available maps, content stats
bp_createPROCreate Blueprints, Interfaces, Enums, Structs from any parent class with optional inline components + variables
bp_classPROClass-level settings — parent, interfaces, CDO property writes (dot-notation), metadata
bp_variablePROBatched variable CRUD with full type vocab (scalars, structs, object/class refs, enums, Arrays / Sets / Maps, soft-refs)
bp_componentPROBatched component add / remove / rename / reparent with property writes (collision, transforms, mesh refs)
bp_graph_writePROCreate / delete Event / Function / Macro graphs with typed inputs + outputs
bp_nodesPROBatched 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_wirePROBatched exec + data edges + pin defaults + pin ops (split / recombine / anchor wildcard / change type). Auto-retries single-input pin names (Sine/Cosine/Abs)
bp_inputPROEnhanced Input bundle — IA + IMC + key bindings + modifiers + triggers in one call
bp_commitPROCompile + auto-layout + health check (orphan pins, dangling exec chains, unresolved wildcards). Fingerprint for drift detection
bp_authorPROESCAPE HATCH — full GraphSpec JSON one-shot with auto-repair (~50 rules) + SpecContractCheck + StableIdToNodeGuidHex map
bp_dry_runPROCapability probe — check_intent validates types/nodes/assets statically; check_spec runs the composer's real dry-run (snapshot + rollback)
bp_briefCompact one-call BP overview — parent, components, variables, graphs, dispatchers + stable-id summary
bp_inspect18 targeted ops — overview, variables, functions, components, class_defaults, graphs, nodes, connections, node_pins, path_between, pin_linked, compile_status, fingerprint, unresolved_pins
bp_graph_readGraph-level reads — nodes, connections, pins, export_spec, health_check, graph_summary, graph_description. Stable IDs on every node for referencing in authoring
bp_exportFull GraphSpec JSON dump with graph filtering — clone a graph from one BP to another verbatim
load_bp_skillsPROLoad Blueprint / animation / widget / AI authoring skill docs by topic ID (86+ topics). Cross-domain scene IDs accepted in same call
load_scene_skillsPROLoad scene / level / material / VFX / audio skill docs by topic ID (54+ topics). Cross-domain Blueprint IDs accepted in same call
repair_blueprintPRORescue a corrupted BP before commit — duplicate graphs, orphan nodes, broken references, stale timelines
material_inspectMaterial overview, expression list, connection map, parameter list, referenced textures with format, shader stats, parent chain
material_edit43 ops — create materials / instances / functions / MPCs; add expression nodes; wire to BaseColor / Normal / Emissive / etc; custom HLSL; auto-layout + recompile
niagara_inspectNiagara System inspection — emitters, user parameters, renderers, module stack
niagara_editCreate / duplicate systems, add/remove emitters, set user parameters, set renderer materials + meshes, spawn + control activation
niagara_script_editNiagara Script module authoring — reusable emitter logic, dynamic inputs, custom expressions
chaos_editGeometry Collections — fracture, cluster connection type, destruction thresholds, physics properties (mass, density, friction)
ramp_authoringAuthor UCurveFloat / UCurveVector / UCurveLinearColor — keys, tangents, pre/post infinity
animation_inspectAnimSequence / Montage / AnimBP / IKRig / IKRetargeter inspection — root motion, rate scale, curves, skeleton info
animation_editCreate anim assets (Sequence, Montage, BlendSpace, AimOffset, PhysicsAsset), duplicate across skeletons, batch retarget, FBX import, montage sections + branching, bone track keyframes, notify tracks
animation_graph_editAnimBP graphs — state machines, states, transitions, AnimGraph nodes (sequence_player, blend_space_player, apply_additive, two_bone_ik, control_rig)
ik_rig_editIK Rig authoring — chains, solvers (FABRIK, Full-Body IK, Set Transform), goals, bone settings
ik_retargetIK Retargeter chain mapping + batch retarget animations between source and target skeletons
widget_inspectWidget BP tree, per-widget properties (font, brush, slot), full snapshots, validation, live widgets in PIE, viewport info
widget_edit80+ 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
behavior_tree50+ ops — BTs + Blackboards, AI Controllers + perception, NavMesh + NavLinks, EQS queries, Smart Objects, runtime BT + blackboard inspection in PIE, breakpoints, visual logger
state_tree_editUStateTree assets — states, transitions, tasks, evaluators, conditions. AI / gameplay state machines using the StateTree paradigm
gas_editGameplay Ability System — abilities (tags, cost, cooldown, activation policies), Gameplay Effects (duration, modifiers), Attribute Sets
tag_registry_editRegister gameplay tags, create tag tables, set parent tags, delete tags
landscape_inspectTerrain queries — height/slope/normal at any position, terrain stats, find flat buildable areas, paint layers, heightmap export
landscape_editCreate/delete landscapes, sculpt (raise/lower/smooth/flatten/erosion), procedural noise, semantic features (mountains/valleys/craters/plateaus), paint weight layers, import/export R16 heightmaps
foliage_inspectList foliage types + instance counts, query instances within a radius
foliage_editCreate FoliageTypes, scatter in circles / rectangles / on weight layers, place exact transforms, remove by radius or type, configure density + alignment
sequencer_editLevel Sequences (cinematics / cutscenes) — actor bindings, transform / animation / audio / camera / event / fade tracks, keyframes with interp control, camera cuts
metasound_editMetaSound Source graphs — oscillators, filters, envelopes, mixers, sample players; wire audio + data pins; inputs / outputs
sound_asset_editSoundCue graphs, SoundClass hierarchy, SoundAttenuation curves + spatialization
pcg_graph_editPCG (Procedural Content Generation) graph authoring — point generators, samplers, filters, transformers, density ops, mesh spawners
collision_profile_editCollision profiles + physical materials + object type responses
asset_factory56 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
pie_test_sceneScene 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_bpPROFull 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)
cpp_sourceRead / 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_actionsUndo / redo, save, select actors, focus viewport, build lighting / navigation / all, compile Blueprints, PIE start / stop, viewport modes
editor_logOutput Log tail + Message Log listings with verbosity filter + since_seconds window
performance_auditTriangle counts, actor counts by class, mesh complexity, texture memory, lighting stats, optimization warnings
window_captureCapture Unreal viewport as PNG for LLM context
python_executionPRORun arbitrary Python directly inside the editor process. `unreal` module pre-imported; pre-injected `result` dict for structured output
unreal_apiPROLook up 15,000+ Unreal Engine API signatures (exact / fuzzy / fulltext). Filter by class, method, property, constant
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