Tools reference
The live catalog is the authoritative list of tools for your engine and enabled plugins. ClaudusBridge combines engine-reflected UToolsetDefinition functions, native plugin toolsets and supported user-authored tool libraries. Discover the schema before selecting names or constructing arguments.
Discover through the CLI
claudus.exe toolsets --json --project-path "C:\Projects\MyProject\MyProject.uproject"
claudus.exe describe ClaudusBridgeEditor.ClaudusBridgeReflectionToolset --project-path "C:\Projects\MyProject\MyProject.uproject"
These commands query Unreal, launching a hidden backend when permitted. They do not read a standalone offline catalog. CLI setup covers paths, launch options and result handling.
Discover through MCP
The default tool-search interface uses these JSON-RPC request shapes:
{"jsonrpc":"2.0","id":1,"method":"tools/call","params":{"name":"list_toolsets","arguments":{}}}
{"jsonrpc":"2.0","id":2,"method":"tools/call","params":{"name":"describe_toolset","arguments":{"toolset_name":"ClaudusBridgeEditor.ClaudusBridgeReflectionToolset"}}}
A read-only busy-state call demonstrates the dispatcher envelope:
{"jsonrpc":"2.0","id":3,"method":"tools/call","params":{"name":"call_tool","arguments":{"toolset_name":"ClaudusBridgeEditor.ClaudusBridgeOrchestrationToolset","tool_name":"GetEditorBusyState","arguments":{}}}}
Send these through an initialized stdio MCP client; use claudus call for one-shot shell execution. Do not send them to the removed HTTP endpoint. The proxy may expose timeline tools alongside the three discovery tools.
Domains
| Domain | Typical work |
|---|---|
| Actors and world | Inspect, spawn and transform actors and components in a valid world. |
| Blueprints | Create assets, edit members and graphs, manage components, compile and inspect results. |
| Materials | Inspect and edit graphs, material instances and parameters; compile and verify. |
| Niagara | Edit systems, user parameters and script graphs; request and inspect compilation. |
| Widgets | Author Widget Blueprints, tree structure and layout; compile and preview in the editor. |
| Assets and levels | Find assets, inspect dependencies, load worlds and persist intended packages. |
| Reflection | Inspect classes/objects, read and change supported properties, invoke reflected functions. |
| Orchestration | Jobs, agent sessions, package ownership and backend activity. |
| Multi-User | Concert sessions and separate editor participants. |
| Animation and simulation | Inspect the exposed animation/runtime state in a suitable world or PIE context. |
A domain being present does not establish support for every asset format or editor-closed operation. Slate, viewport and simulation tools have context requirements; check their results and runtime limits.
Results and transactions
A successful transport response can contain a tool-level failure. Inspect isError, structured data and any JSON encoded in returnValue as appropriate for that tool. Compile, save, reload and visual verification are separate checks.
Tools marked read-only, self-managed or asynchronous do not all use the same transaction lifecycle. A transaction is not a universal rollback guarantee for files, network operations or every engine side effect. The reflection and asset guide explains persistent edits and offline utility boundaries.
bEnableToolSearch=false enables eager registration for clients that need the complete MCP tool list. This changes discovery, not the underlying tool behavior or engine requirements.