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Tools Reference — Overview

ClaudeBridge exposes 422+ tools organized into 25+ categories. Each tool is a callable MCP function that executes an action in the Unreal Editor.


Categories at a Glance

CategoryToolsDescription
Blueprint Nodes18Add, delete, configure, batch edit, auto-layout graph nodes
Pin Connections3Connect, disconnect, disconnect all pins
Events2Standard events (BeginPlay, Tick) and custom events
Variables3Create, delete, set properties on Blueprint variables
Functions5Create, delete, rename functions; add inputs/outputs
Inspection7Read Blueprints, analyze graphs, compile, describe, reparent
Actors20Spawn, delete, transform, properties, components, line trace
Assets16Find, duplicate, rename, delete, import, export assets
Materials28Create materials, expressions, instances; connect, compile
Editor25Viewport, PIE, screenshots, console, live compile
World9Levels, lights, physics, gravity
Validation5Validate Blueprints, search across BPs, find unused vars
Behavior Trees9Create, inspect, modify AI behavior trees and blackboards
Input6Enhanced Input actions, mapping contexts, key bindings
Utilities9Output log, Python exec, undo/redo, transactions
Snapshots4Create, restore, list, delete backup snapshots
Data Types6Create structs, enums; add fields/entries
Animation10Sequences, notifies, curves, bones, montages, blend spaces
Mesh12Static/skeletal mesh info, Nanite, collision, LODs, materials
Audio8List sounds, play/stop, spawn audio components
Widgets17Create UMG widgets, set properties, bindings, animations
Sequencer12Level sequences, bindings, tracks, keyframes, playback
Gameplay8Gameplay tags, navigation mesh, pathfinding
Physics8Physics assets, collision, mass, forces, impulses
Level10Sublevels, streaming, build all, save, dirty packages
Source Control8Status, checkout, checkin, revert, history
Landscape11Terrain info, layers, foliage, heightmap, resolution
Media6Media players, playback control, state
Processes7Launch servers/clients, multiplayer PIE, process management
Runtime Inspector5Inspect actors and components during PIE gameplay
Performance3FPS snapshots, continuous monitoring
Test Runner4Automated PIE testing with condition checks
Niagara25Particle systems, emitters, modules, renderers, parameters
MetaSound15Procedural audio nodes, connections, preview
DataTable4Schema, rows, add/delete entries
MVVM8ViewModel bindings for UMG widgets
Procedural Mesh38Create geometry, booleans, extrude, sculpt, fracture
Widget Tree5Wrap, unwrap, reparent, slot properties, compile
Asset Import9Import textures, FBX; export; set properties
BlueprintLisp4Text-based Blueprint authoring language
Editor Events2Poll and subscribe to editor events
Components4Static mesh, physics, transform properties on BP components

How to Discover Tools

From Your AI Client

Ask: "What tools are available for materials?" — The AI will call tools/list and filter relevant tools.

From the Dashboard

Click Managers (44) in the ClaudeBridge panel to see all categories with their tool counts.

Programmatically

curl -X POST http://localhost:3000/mcp \
-H "Content-Type: application/json" \
-d '{"jsonrpc":"2.0","id":1,"method":"tools/list","params":{}}'

ClaudeBridge Guide Tool

Call claudebridge_guide to get a categorized reference of all tools with descriptions.


Tool Naming Convention

Tools follow a consistent naming pattern:

PatternExamples
list_*list_actors, list_materials, list_blueprints
get_*get_actor_details, get_material_graph
set_*set_actor_property, set_light_properties
create_*create_material, create_variable
delete_*delete_actor, delete_node
add_*add_node, add_component, add_niagara_emitter
connect_*connect_pins, connect_material_expressions

Detailed Reference

For parameter-level detail on every tool, use the claudebridge_guide tool from your AI client, or check the JSON schema files in Resources/tool_schemas/ within the plugin folder.