Ultimate MCP bridge for UE5 — 150+ tools for Blueprints, Materials, World Building, Sequencer, AI, and more
Critical gaps across naming, descriptions, and schemas. 17 of 31 tools (55%) have vague or missing parameter descriptions. Mega-tools (ue_blueprint, ue_material, etc.) collapse 100+ operations into generic routers with minimal per-operation guidance. Simple tools lack input schemas entirely (spawn_actor, move_actor, delete_actors, set_property, get_property, open_level, save_level, run_console_command, execute_python, select_actors have no visible schema definitions). Tool descriptions are present but generic (e.g., 'Spawn an actor in the level' lacks context on prerequisites, return value, or failure modes). No output schemas documented. Error handling absent from descriptions.
Search for assets by name or type
Capture a screenshot of the viewport
Delete actors from the level
Execute Python code in the editor
Get all actors in the current level
Get the output log from the editor
Get a property from an actor or object
Get the currently selected actors
17 simple tools (spawn_actor, move_actor, delete_actors, set_property, get_property, open_level, save_level, run_console_command, execute_python, select_actors, server_status, asset_search, capture_viewport, get_output_log, get_level_actors, get_selected_actors) have NO visible input schemas in source code.
Mega-tools (ue_blueprint, ue_material, ue_animation, ue_sequencer, ue_landscape, ue_niagara, ue_ai, ue_world, ue_physics, ue_audio, ue_character, ue_asset, ue_umg, ue_pcg) collapse 4+ operations each into a single 'operation' enum parameter. No per-operation documentation, parameter constraints, or error guidance. LLM cannot determine which operation to invoke or what parameters each accepts without external documentation.
Inferred effective spec: <=2025-11-25.
| Scored | Grade | Overall | Spec posture | Rubric |
|---|---|---|---|---|
| 2026-09-23 | F | 44 | <=2025-11-25 | v2 |
Load UE5 API context documentation. Categories: animation, blueprint, material, actor, assets, sequencer, landscape, niagara, ai, character, enhanced_input, physics, audio, pcg, ue_core
Move an actor to a new location
Open a level by name
Run a console command in the editor
Save the current level
Select actors in the editor
Check UE5 connection status, tool count, and server health
Set a property on an actor or object
Spawn an actor in the level
AI: Behavior trees, blackboards, EQS, AI controllers. Operations: ai_create, behavior_tree_add_node, blackboard_set_value, eqs_create
Animation: Animation blueprints, state machines, montages, blendspaces. Operations: anim_create, animation_add_state, animation_add_transition, animation_compile
Asset: Asset creation, duplication, import, export, dependencies. Operations: asset_create, asset_duplicate, import_asset, export_asset
Audio: Sound cues, MetaSounds, attenuation, audio volumes. Operations: audio_create, sound_create, metasound_create, audio_set_volume
Blueprint: Blueprint creation, variables, functions, nodes, compilation. Operations: blueprint_create, blueprint_add_variable, blueprint_add_function, blueprint_add_node, blueprint_compile
Character: Character blueprints, movement, input, data assets. Operations: character_create, character_set_movement, enhanced_input_add_mapping, character_data_create
Landscape: Landscape creation, sculpting, painting, foliage. Operations: landscape_create, landscape_sculpt, landscape_paint, foliage_add
Material: Materials, material instances, parameters, shader graphs. Operations: material_create, material_add_expression, material_set_parameter, material_compile
Niagara: Particle systems, emitters, modules. Operations: niagara_create, particle_add_emitter, particle_add_module, particle_compile
PCG: Procedural content generation graphs. Operations: pcg_create, pcg_add_node, pcg_generate, pcg_compile
Physics: Physics bodies, constraints, collision, chaos. Operations: physics_create, collision_set_profile, constraint_create, physics_simulate
Sequencer: Level sequences, tracks, keyframes, cinematics. Operations: sequencer_create, sequence_add_track, sequence_add_keyframe, sequence_compile
UMG / UI: Widget blueprints, UMG components, HUD. Operations: widget_create, umg_add_component, ui_set_property, hud_create
World Building: World partition, data layers, level instances, streaming. Operations: world_create, level_instance_add, data_layer_create, world_partition_enable
No output schemas documented for any tool. LLMs cannot plan downstream calls or extract required fields (e.g., actor_id after spawn_actor, or channel_id after asset_search). Violates pattern:tool and mxe:include-chaining-ids.
Destructive tools (delete_actors, execute_python, run_console_command) lack confirmation or dry-run guidance in descriptions. No error recovery hints. Violates pattern:confirmation-request and pattern:recovery-guide.
Tool descriptions are generic and under 50 characters for most simple tools (e.g., 'Spawn an actor in the level', 'Move an actor to a new location'). Lack context on prerequisites, return values, failure modes, or when to use vs. similar tools. Baseline for A+ tools is 50-200 chars with actionable guidance.