manage_asset
Assets, Materials, Render Targets, Behavior Trees, Blueprint Struct (UserDefinedStruct) authoring
How to use it
Project documentation lists manage_asset for the Unreal MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), then check which tools your installed version makes available. Tool availability can depend on configuration and credentials. A server handshake does not verify this tool’s behavior. See the full listing for setup details.
Install Unreal MCP
npx unreal-engine-mcp-serverOther tools in Unreal MCP (22)
Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK
Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences
Spawn, delete, transform, physics, tags
PIE, Camera, viewport, screenshots
Object Introspection
AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding
Audio Assets, Components, Sound Cues, MetaSounds, Attenuation
Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations
Character creation, movement, advanced locomotion
Weapons, projectiles, damage, melee combat
Niagara, particles, debug shapes, GPU simulations
Gameplay Ability System: abilities, effects, attributes
Procedural mesh creation and editing with Geometry Script
Interactables, destructibles, triggers
Items, equipment, loot tables, crafting
Load/save, streaming, lighting
Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes
Replication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings
PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings
Sequencer, cinematics, Movie Render Queue, media playback, Take Recorder, and replay controls
Dynamic tool management (enable/disable at runtime)
UBT, Tests, Logs, Project Settings, CVars, Python Execution