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
| Category | Tools | Description |
|---|---|---|
| Blueprint Nodes | 18 | Add, delete, configure, batch edit, auto-layout graph nodes |
| Pin Connections | 3 | Connect, disconnect, disconnect all pins |
| Events | 2 | Standard events (BeginPlay, Tick) and custom events |
| Variables | 3 | Create, delete, set properties on Blueprint variables |
| Functions | 5 | Create, delete, rename functions; add inputs/outputs |
| Inspection | 7 | Read Blueprints, analyze graphs, compile, describe, reparent |
| Actors | 20 | Spawn, delete, transform, properties, components, line trace |
| Assets | 16 | Find, duplicate, rename, delete, import, export assets |
| Materials | 28 | Create materials, expressions, instances; connect, compile |
| Editor | 25 | Viewport, PIE, screenshots, console, live compile |
| World | 9 | Levels, lights, physics, gravity |
| Validation | 5 | Validate Blueprints, search across BPs, find unused vars |
| Behavior Trees | 9 | Create, inspect, modify AI behavior trees and blackboards |
| Input | 6 | Enhanced Input actions, mapping contexts, key bindings |
| Utilities | 9 | Output log, Python exec, undo/redo, transactions |
| Snapshots | 4 | Create, restore, list, delete backup snapshots |
| Data Types | 6 | Create structs, enums; add fields/entries |
| Animation | 10 | Sequences, notifies, curves, bones, montages, blend spaces |
| Mesh | 12 | Static/skeletal mesh info, Nanite, collision, LODs, materials |
| Audio | 8 | List sounds, play/stop, spawn audio components |
| Widgets | 17 | Create UMG widgets, set properties, bindings, animations |
| Sequencer | 12 | Level sequences, bindings, tracks, keyframes, playback |
| Gameplay | 8 | Gameplay tags, navigation mesh, pathfinding |
| Physics | 8 | Physics assets, collision, mass, forces, impulses |
| Level | 10 | Sublevels, streaming, build all, save, dirty packages |
| Source Control | 8 | Status, checkout, checkin, revert, history |
| Landscape | 11 | Terrain info, layers, foliage, heightmap, resolution |
| Media | 6 | Media players, playback control, state |
| Processes | 7 | Launch servers/clients, multiplayer PIE, process management |
| Runtime Inspector | 5 | Inspect actors and components during PIE gameplay |
| Performance | 3 | FPS snapshots, continuous monitoring |
| Test Runner | 4 | Automated PIE testing with condition checks |
| Niagara | 25 | Particle systems, emitters, modules, renderers, parameters |
| MetaSound | 15 | Procedural audio nodes, connections, preview |
| DataTable | 4 | Schema, rows, add/delete entries |
| MVVM | 8 | ViewModel bindings for UMG widgets |
| Procedural Mesh | 38 | Create geometry, booleans, extrude, sculpt, fracture |
| Widget Tree | 5 | Wrap, unwrap, reparent, slot properties, compile |
| Asset Import | 9 | Import textures, FBX; export; set properties |
| BlueprintLisp | 4 | Text-based Blueprint authoring language |
| Editor Events | 2 | Poll and subscribe to editor events |
| Components | 4 | Static 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:
| Pattern | Examples |
|---|---|
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.