Tools Reference Overview
ClaudusBridge exposes Unreal Engine to an AI agent (or any MCP client) as a large catalog of callable tools, grouped into toolsets. There are 900+ tools across ~65 toolsets, drawn from two sources:
- Engine-reflected toolsets — generated automatically from Unreal's
reflection system. Any
UFUNCTIONmarkedmeta=(AICallable)and grouped by aUToolsetDefinitionbecomes a tool. These are surfaced through Unreal'sToolsetRegistry/AllToolsetsengine plugins and cover most editor domains (Actors/World, Blueprints, Materials, Niagara, UMG/Widgets, Sequencer, Assets, Levels, Textures, and many more). - Native plugin toolsets — fourteen toolsets implemented directly in ClaudusBridge for capabilities the engine does not provide out of the box: Multi-User, Asset, Level, Image, Chess, MaterialGraph, Reflection, Niagara (script graphs), NiagaraSystem, Orchestration, AnimBlueprint, Simulation, BlueprintComponent, and BlueprintToCpp.
- User-authored ToolLibrary Blueprints — your own tools, added by subclassing
UClaudusBridgeToolLibrary(see the ToolLibrary authoring guide). These auto-register alongside everything else.
All of these are served by the MCP HTTP server at
http://127.0.0.1:3000/mcp (JSON-RPC 2.0 over Streamable HTTP).
Toolset categories
The catalog spans most of the editor. The table below lists representative categories — the live set depends on which engine plugins are enabled in your project.
| Category | What it drives | Source |
|---|---|---|
| Actors / World | Spawn, transform, delete, select actors; query the level; components | Engine-reflected |
| Blueprints | Create Blueprints, add variables/functions/components, set defaults, compile | Engine-reflected |
| Materials | Create materials and instances, edit graphs, set parameters | Engine-reflected |
| UMG / Widgets | Build Widget Blueprints, add and lay out widgets, bind properties | Engine-reflected |
| Niagara | Create and configure Niagara systems and emitters | Engine-reflected |
| Sequencer | Create level sequences, add tracks/keys, drive cinematics | Engine-reflected |
| Assets | Import, reference, query, and organize Content Browser assets | Engine-reflected |
| Levels | Open/stream levels, manage actors per level | Engine-reflected |
| Textures | Create and edit textures and render targets | Engine-reflected |
| Multi-User | Join/host Concert sessions, presence avatars, launch a headless agent | Native (ClaudusBridge) |
| Asset | Create ToolLibraries/AgentSkills, find/duplicate/save assets, dependencies | Native (ClaudusBridge) |
| Level | Save current level / all dirty packages, persist session changes, folders, open level | Native (ClaudusBridge) |
| Image | Save images, export textures to disk, show a texture | Native (ClaudusBridge) |
| Chess | Build a 3D chess board, move/spawn pieces, autonomous play, agent camera | Native (ClaudusBridge) |
| Orchestration | Async job queue, agent sessions, advisory asset locks, editor busy-state — the multi-agent workbench | Native (ClaudusBridge) |
| MaterialGraph | Read a fully resolved material graph, rename/split parameters, author Custom HLSL nodes, connect/delete expressions by index | Native (ClaudusBridge) |
| Niagara (script graphs) | Describe/author Niagara module & function script graphs: Custom HLSL, inputs, includes, wiring, referencers | Native (ClaudusBridge) |
| NiagaraSystem | System-level Niagara: user parameters from simple specs, DI bindings, non-blocking compile state, dead-parameter scan | Native (ClaudusBridge) |
| Reflection | Invoke any reflected UFUNCTION on any UObject by name with JSON-marshalled arguments | Native (ClaudusBridge) |
| AnimBlueprint / Simulation / BlueprintComponent / BlueprintToCpp | AnimBP inspection, headless game-feel verification, live SCS component edits, Blueprint→C++ scaffolding | Native (ClaudusBridge) |
The native toolsets ship these AICallable tools:
- Multi-User:
GetConnectionStatus,ListServers,ListSessions,CreateSession,JoinSession,LeaveSession,SetLocalIdentity,EnablePresence,ListParticipants,LaunchAgentEditor,StopAgentEditor. - Asset:
CreateToolLibrary,CreateAgentSkill,FindAssets,GetAssetInfo,MakeUniqueAssetName,DuplicateAsset,SaveAsset,GetAssetDependencies. - Level:
SaveCurrentLevel,SaveCurrentLevelAs,SaveAllDirtyPackages,PersistSessionChanges,CreateFolder,OpenLevel. - Image:
SaveImage,ExportTexture,ShowTexture. - Chess:
SetupChessGame,GetBoardState,MovePiece,RemovePiece,SpawnPiece,ClearChessGame,DetectMove,NormalizeChessPieces,StartAutoPlay,StopAutoPlay, plus agent-camera toolsGetAgentViewPose,AgentLookFrom,LookAtParticipant. - Orchestration:
RunToolAsync,GetJobStatus,GetJobResult,ListJobs,CancelJob,RegisterAgentSession,ListAgentSessions,EndAgentSession,AcquireAssetLock,ReleaseAssetLock,ListAssetLocks,GetEditorBusyState. See the Multi-Agent Orchestration guide. - NiagaraSystem:
ListNiagaraEmitters,GetNiagaraUserParameters,AddNiagaraUserParameters,RemoveNiagaraUserParameters,BindNiagaraDataInterfaceInput,GetNiagaraCompileStateFast,RequestNiagaraCompile,WaitNiagaraCompile,FindUnreferencedNiagaraUserParameters. - Niagara (script graphs):
DescribeNiagaraScript,ListNiagaraReferencers,SetNiagaraCustomHlsl,SetNiagaraCustomHlslIncludes,WireNiagaraPins,SetNiagaraFunctionOutputs,CreateNiagaraScript,AddNiagaraCustomHlslNode,AddNiagaraValueInput,AddNiagaraModuleInput,AddNiagaraDataInterfaceInput,AddNiagaraDataInterfaceFunctionNode,RemoveNiagaraNode. - MaterialGraph:
DescribeMaterialGraph,SetParameterByIndex,ConfigureCustomNode,ConnectMaterialExpressions,DeleteMaterialExpression.
Tool-search discovery (default mode)
With 900+ tools, registering every one as a native MCP tool would overwhelm most
clients. By default ClaudusBridge runs in tool-search mode
(bEnableToolSearch = true), where tools/list returns only three meta-tools.
The agent discovers everything else on demand through them:
| Meta-tool | Purpose |
|---|---|
list_toolsets | List all available toolsets (names + short descriptions). |
describe_toolset | Get the tools in one toolset, with parameters and docs. |
call_tool | Invoke any tool by name with a JSON arguments object. |
A typical discovery flow:
// 1. See what toolsets exist
{ "method": "tools/call", "params": { "name": "list_toolsets", "arguments": {} } }
// 2. Drill into one
{ "method": "tools/call", "params": {
"name": "describe_toolset",
"arguments": { "toolset": "Materials" } } }
// 3. Call a tool from it
{ "method": "tools/call", "params": {
"name": "call_tool",
"arguments": {
"tool": "CreateMaterial",
"args": { "path": "/Game/Materials/M_Demo" }
} } }
Eager mode
If you prefer every tool registered natively (so MCP clients see the full list in
tools/list), set bEnableToolSearch = false in Project Settings →
ClaudusBridge. This is heavier on the client but lets clients that lack their
own discovery layer browse the whole catalog directly. Tool-search mode is
recommended for most agents.
Naming conventions
- Native plugin tools use plain PascalCase verbs scoped by their category in
source (
ClaudusBridge|MultiUser,ClaudusBridge|Asset, etc.), e.g.JoinSession,FindAssets,SaveCurrentLevel,MovePiece. - Engine-reflected tools inherit the names of the underlying
UFUNCTIONs, typicallyVerb+Noun(e.g.SpawnActor,CreateMaterial,AddWidget). Parameter names match the function's reflected parameters. - Meta-tools are lower_snake_case (
list_toolsets,describe_toolset,call_tool).
When in doubt, call describe_toolset — it returns the authoritative tool names
and parameter schemas for the running editor and enabled plugins.
How to explore tools
- From the embedded agent: just ask it. The agent in the ClaudusCode terminal
already knows to call
list_toolsets/describe_toolsetand will pick the right tool for your request. - From an external MCP client (Claude, Cursor, Windsurf): point it at
http://127.0.0.1:3000/mcp, then call the three meta-tools to browse and invoke. - Health check:
GET http://127.0.0.1:3000/healthreturns the server status, port, and MCP path so you can confirm the bridge is live before driving it. - Port override: launch the editor with
-ClaudusBridgePort=N(useful when running multiple editor instances, e.g. an agent and a human in Multi-User).
The domain guides in this section walk through common workflows for Actors/World, Blueprints, Materials, and UMG widgets.