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MCP Tools Reference

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()blueprints

Generates a new Blueprint class asset derived from a specified parent class in the project directory.

Parameters

className[string]Name of the new Blueprint class (e.g. BP_FloatingPlatform).
parentClass[string]Parent class to inherit from (Actor, Character, Pawn, ActorComponent, etc.).
destinationPath[string]Folder path inside the Content browser.

Example Prompt

"Create a new Actor Blueprint class called BP_FloatingPlatform in /Game/Blueprints/"

add_blueprint_function()blueprints

Inserts a custom function with input and output parameter definitions into a target Blueprint.

Parameters

blueprintPath[string]Asset path of the target Blueprint.
functionName[string]Name of the function to create.
inputs[array]List of parameters with names and types.

Example Prompt

"Add a function named CalculateImpulse to BP_FloatingPlatform taking Force (float) and Direction (Vector)"

compile_blueprint()blueprints

Triggers the Unreal Editor compiler on a target Blueprint asset, reporting compilation logs, warnings, and errors.

Parameters

blueprintPath[string]Asset path of the Blueprint to compile.

Example Prompt

"Compile the BP_HeroCharacter blueprint and report compile issues"

add_member_variable()blueprints

Adds a member variable with specified type, visibility, and default values to a Blueprint.

Parameters

blueprintPath[string]Target Blueprint asset path.
variableName[string]Name of the variable.
type[string]Type of variable (Float, Integer, Boolean, String, Vector, Rotator, etc.).

Example Prompt

"Add a boolean variable named IsActive to BP_TriggerPlate"

spawn_actor()scene

Spawns an actor of a designated class into the current active world level at specified coordinates.

Parameters

actorClass[string]Class of actor to spawn (PointLight, StaticMeshActor, BP_Enemy, etc.).
location[vector]X, Y, Z coordinates for placement.
rotation[rotator]Roll, Pitch, Yaw orientation.

Example Prompt

"Spawn a point light at coordinates 100, 250, 80 with blue color"

get_all_actors()scene

Retrieves metadata, coordinates, and properties of all actors currently residing in the active editor level.

Parameters

classFilter[string]Optional class filter to limit return results.

Example Prompt

"Get a list of all static mesh actors in the current level"

set_actor_location()scene

Updates the spatial coordinates of a target level actor instantly, with optional collision sweeps.

Parameters

actorLabel[string]Label/name of the target actor.
location[vector]New X, Y, Z coordinates.

Example Prompt

"Move the actor named BP_Platform_C_3 to 500, 1200, 300"

parent_actors()scene

Attaches a child actor to a parent actor to establish hierarchy link relationships in the Outliner.

Parameters

childActorLabel[string]Label of the child actor.
parentActorLabel[string]Label of the parent actor.

Example Prompt

"Attach the chest static mesh actor to the moving platform actor"

create_material()materials

Generates a new Material asset, initializing basic shading parameters in the Content folder.

Parameters

materialName[string]Name of the new material.
destinationPath[string]Folder path inside the Content browser.

Example Prompt

"Create a metallic steel material named M_SteelReflective"

add_material_parameter()materials

Adds scalar, vector, or texture parameters to a material node graph for instanced adjustments.

Parameters

materialPath[string]Asset path of the target material.
parameterName[string]Name of parameter node.
parameterType[string]Type of parameter (Scalar, Vector, Texture).

Example Prompt

"Add a scalar parameter named Roughness to the material M_SteelReflective"

assign_material_to_mesh()materials

Applies a specified material asset to a target Static Mesh actor or component in the current level.

Parameters

actorLabel[string]Name of the mesh actor.
materialPath[string]Asset path of material to assign.
elementIndex[int]Material slot index (default 0).

Example Prompt

"Assign the M_SteelReflective material to the platform mesh"

spawn_landscape()world

Initializes a new Landscape actor, configuring resolution, section sizes, and base materials.

Parameters

gridSize[string]Size of landscape grid (e.g. 63x63).
materialPath[string]Asset path of landscape layer material.

Example Prompt

"Spawn a new 63x63 landscape with Grass material"

spawn_foliage()world

Plants foliage meshes matching specified density limits over target static meshes or landscapes.

Parameters

foliageMeshPath[string]Path of foliage mesh asset.
density[float]Number of instances per square unit.

Example Prompt

"Scatter 50 instances of SM_PineTree over the landscape"

scatter_actors_in_bounds()world

Randomly distributes actors within defined bounding volumes, with support for slope/terrain alignment.

Parameters

actorClass[string]Class of actor to distribute.
volumeMin[vector]Minimum corner of bounding box.
volumeMax[vector]Maximum corner of bounding box.
count[int]Total number of actors to spawn.

Example Prompt

"Scatter 20 crates randomly within bounding volume from -500,-500,0 to 500,500,100"

create_widget_blueprint()ui

Creates a new User Widget blueprint for designing game HUDs or menu canvases.

Parameters

widgetName[string]Name of the Widget asset.
destinationPath[string]Folder path inside Content browser.

Example Prompt

"Create a new Widget Blueprint called WBP_MainMenu"

add_button_to_widget()ui

Appends a button UI component onto the canvas root of a Widget blueprint.

Parameters

widgetPath[string]Path of target widget.
buttonName[string]Name ID for the button.
label[string]Text label nested inside button.

Example Prompt

"Add a button named StartButton with text "Start Game" to WBP_MainMenu"

apply_physics_force()physics

Applies physics impulses, forces, or radial explosions to simulated objects.

Parameters

actorLabel[string]Target simulating actor.
forceVector[vector]Vector direction and magnitude.

Example Prompt

"Apply an upward impulse of 5000 units on the sphere named PhysBall"

set_simulate_physics()physics

Enables or disables standard physics simulation on a target component.

Parameters

actorLabel[string]Target actor.
simulate[boolean]Enable/Disable physics.

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.

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