manage_effect
Niagara, particles, debug shapes, GPU simulations
How to use it
manage_effect is exposed by the Unreal MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the manage_effect tool becomes available to the model automatically. See the full listing for setup details and every tool this server provides.
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
Assets, Materials, Render Targets, Behavior Trees, Blueprint Struct (UserDefinedStruct) authoring
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
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