Unreal Engine MCP Toolset
CreateLex exposes **500+ Model Context Protocol (MCP)** tools directly to your AI development environment. Browse popular commands, schemas, and prompting examples below to unlock editor automation.
create_blueprint_class()blueprintsGenerates a new Blueprint class asset derived from a specified parent class in the project directory.
Parameters
Example Prompt
"Create a new Actor Blueprint class called BP_FloatingPlatform in /Game/Blueprints/"
add_blueprint_function()blueprintsInserts a custom function with input and output parameter definitions into a target Blueprint.
Parameters
Example Prompt
"Add a function named CalculateImpulse to BP_FloatingPlatform taking Force (float) and Direction (Vector)"
compile_blueprint()blueprintsTriggers the Unreal Editor compiler on a target Blueprint asset, reporting compilation logs, warnings, and errors.
Parameters
Example Prompt
"Compile the BP_HeroCharacter blueprint and report compile issues"
add_member_variable()blueprintsAdds a member variable with specified type, visibility, and default values to a Blueprint.
Parameters
Example Prompt
"Add a boolean variable named IsActive to BP_TriggerPlate"
spawn_actor()sceneSpawns an actor of a designated class into the current active world level at specified coordinates.
Parameters
Example Prompt
"Spawn a point light at coordinates 100, 250, 80 with blue color"
get_all_actors()sceneRetrieves metadata, coordinates, and properties of all actors currently residing in the active editor level.
Parameters
Example Prompt
"Get a list of all static mesh actors in the current level"
set_actor_location()sceneUpdates the spatial coordinates of a target level actor instantly, with optional collision sweeps.
Parameters
Example Prompt
"Move the actor named BP_Platform_C_3 to 500, 1200, 300"
parent_actors()sceneAttaches a child actor to a parent actor to establish hierarchy link relationships in the Outliner.
Parameters
Example Prompt
"Attach the chest static mesh actor to the moving platform actor"
create_material()materialsGenerates a new Material asset, initializing basic shading parameters in the Content folder.
Parameters
Example Prompt
"Create a metallic steel material named M_SteelReflective"
add_material_parameter()materialsAdds scalar, vector, or texture parameters to a material node graph for instanced adjustments.
Parameters
Example Prompt
"Add a scalar parameter named Roughness to the material M_SteelReflective"
assign_material_to_mesh()materialsApplies a specified material asset to a target Static Mesh actor or component in the current level.
Parameters
Example Prompt
"Assign the M_SteelReflective material to the platform mesh"
spawn_landscape()worldInitializes a new Landscape actor, configuring resolution, section sizes, and base materials.
Parameters
Example Prompt
"Spawn a new 63x63 landscape with Grass material"
spawn_foliage()worldPlants foliage meshes matching specified density limits over target static meshes or landscapes.
Parameters
Example Prompt
"Scatter 50 instances of SM_PineTree over the landscape"
scatter_actors_in_bounds()worldRandomly distributes actors within defined bounding volumes, with support for slope/terrain alignment.
Parameters
Example Prompt
"Scatter 20 crates randomly within bounding volume from -500,-500,0 to 500,500,100"
create_widget_blueprint()uiCreates a new User Widget blueprint for designing game HUDs or menu canvases.
Parameters
Example Prompt
"Create a new Widget Blueprint called WBP_MainMenu"
add_button_to_widget()uiAppends a button UI component onto the canvas root of a Widget blueprint.
Parameters
Example Prompt
"Add a button named StartButton with text "Start Game" to WBP_MainMenu"
apply_physics_force()physicsApplies physics impulses, forces, or radial explosions to simulated objects.
Parameters
Example Prompt
"Apply an upward impulse of 5000 units on the sphere named PhysBall"
set_simulate_physics()physicsEnables or disables standard physics simulation on a target component.
Parameters
Example Prompt
"Turn on physics simulation for the actor BP_Crate_1"
Can't find a specific Unreal SDK method?
We expose the entire Unreal Engine C++ reflection layer via Model Context Protocol. Any standard Blueprint nodes, component properties, editor utility functions, or C++ methods are automatically mapped and invocable through the bridge.