Flopperam Unreal Engine MCP — Overview
This MCP server controls a live Unreal Editor instance over WebSocket. Every tool operates on the running editor — if a tool returns a connection error, the editor may not be running or the FlopAI plugin is not loaded.
Intent Classification
Before calling any tool, classify what the user needs:
- Question / explanation — Answer from knowledge. Use read-only tools only if specifics are needed. Do NOT make changes.
- Inspection / analysis — Use read-only tools and report findings. Do NOT modify anything.
- Modification / creation — Proceed with the full observe → execute → verify workflow.
When intent is unclear, default to answering rather than modifying.
Tool Categories
Scene & Level
scene_query— find actors by class/label/tag/folder with spatial filters (near/box/frustum)scene_brief— compact level overviewscene_compose— declaratively spawn/modify/delete actors with prefabs + patternsactor_inspect— drill into one actor found via scene_querylevel_inspect— persistent level + streaming + World Partition + data layerssearch_assets— search Content Browser by name/prefix/classasset_references— hard-reference graphs (what does X pull in, or what uses X)project_context— engine version, enabled plugins, project settings, maps, content stats
Blueprint (Read-Only — All Tiers)
bp_brief— compact one-call BP overview. Use FIRST for orientation.bp_inspect— 21 targeted query operations batched in one callbp_export— full GraphSpec JSON dump for cloning/diffing
Blueprint Authoring (Paid Tier)
bp_create— create Actor/Pawn/Character/Component/Object/Interface/Enum/Struct BPsbp_class— reparent, add/remove interfaces, override functions, set CDO propertiesbp_variable— batched variable CRUD with full type vocabularybp_component— batched component CRUD with inline property writesbp_graph— function/macro/event graph CRUDbp_nodes— batched node add/remove (~40 node types)bp_wire— batched exec + data edges + pin defaults + pin opsbp_input— Enhanced Input bundle (IA + IMC + key mappings)bp_commit— compile + auto-layout + health reportbp_author— full GraphSpec one-shot (compound escape hatch)bp_dry_run— capability probe before non-trivial writesrepair_blueprint— rescue corrupted BPs
Materials & Shading
material_inspect— read-only overview, expressions, connections, parametersmaterial_edit— create materials/instances/functions, author expression graphs
VFX
niagara_inspect— read-only Niagara system inspectionniagara_edit— system/emitter/user-parameter/renderer writesniagara_script_edit— reusable NiagaraScript module graphschaos_edit— Geometry Collections (destruction, fracture, clustering)
Animation
animation_inspect— read-only animation inspectionanimation_edit— sequence/montage/notify/BlendSpace/socket writesanimation_graph_edit— AnimBlueprint AnimGraph authoringik_rig_edit— IK Rig chains + solversik_retarget— skeleton chain mapping for batch retargeting
UMG / Widgets
widget_inspect— read-only UMG widget tree inspectionwidget_edit— tree/property/style/animation/MVVM/event writes
AI & Ability System
behavior_tree— BTs, Blackboards, AI Controllers, perception, NavMesh, EQS, Smart Objectsgas_edit— Gameplay Abilities, Effects, Attribute Setstag_registry_edit— project-wide Gameplay Tag hierarchy
Landscape & Foliage
landscape_inspect— height/slope/normal queries, statisticslandscape_edit— sculpting, semantic features, paint layers, heightmap import/exportfoliage_inspect— type + count listingfoliage_edit— scatter, place exact transforms, remove by radius/type
Cinematics & Audio
sequencer_edit— Level Sequences with actor bindings, tracks, keyframes, camera cutsmetasound_edit— procedural audio (MetaSound graphs)sound_asset_edit— SoundCue graphs, SoundClass, Attenuation
Procedural
pcg_graph_edit— PCG graphs with generators, samplers, filters, mesh spawners
Data Assets
asset_factory— enums/structs/DataTables/DataAssets/Enhanced Input
Other
ramp_authoring— curve assets (UCurveFloat, UCurveVector, UCurveLinearColor)collision_profile_edit— collision profiles, physical materials, object type responses
Editor & Diagnostics
editor_actions— save, undo, redo, select, build lighting, compile, PIE start/stopeditor_log— Output Log + Message Log with filtersperformance_audit— triangle counts, actor counts, texture memory, optimization warningswindow_capture— viewport screenshot as PNGcpp_source— read/write/search C++ source, Live Coding hot-reload
Runtime Verification
pie_test_bp— Blueprint-focused PIE harness with 30+ assertion types (paid)pie_test_scene— scene-focused PIE harness (free)
Execution (Paid Tier)
python_execution— arbitrary Python inside the editor process (last resort)unreal_api— 15,000+ UE API signature lookupsskills/bp_skills— load workflow documentation on demand
Core Workflow
- Orient —
bp_brief,scene_brief,search_assets, orproject_context - Execute — use the appropriate domain tools
- Verify — re-read with inspect tools, run PIE test for runtime behavior
Efficiency Rules
- Batch everything — every tool that accepts arrays (
queries,variables,components,nodes,edges,operations) is designed for one call with many items - Call independent tools in parallel — don't wait for scene_query before calling search_assets if both are needed
- Use filters —
bp_inspect,material_inspect,widget_inspect,animation_inspectall support compact mode + filters - Defer compile — narrow bp_* writes defer compile; batch many, then
bp_commitonce
Constraints
- Responses are capped at 512KB — use filters and targeted queries
search_assetsreturns Content Browser paths inPackageName.AssetNameformat — always use the FULL path as returnedscene_queryreturns actor labels — these are NOT asset paths- Guessed
/Game/...paths silently resolve to nullptr — always resolve viasearch_assetsfirst