actor-modify

MCP tool from Unreal MCP by IvanMurzak

Write actor FProperty values (including transform)

How to use it

Project documentation lists actor-modify 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

$npm install -g unreal-mcp-cli
FULL UNREAL MCP LISTING

Other tools in Unreal MCP (39)

actor-component-add

Add a component to an actor

actor-component-destroy

Destroy a component

actor-component-get

Read a component's data

actor-component-list-all

List available UActorComponent classes (paginated)

actor-component-modify

Modify a component's properties

actor-create

Spawn an actor from a class path (native or Blueprint), with optional name/location/rotation/parent

actor-destroy

Destroy an actor

actor-duplicate

Duplicate an actor

actor-find

Find actors, with scoped reads (paths/viewQuery)

actor-set-parent

Attach an actor to a parent

asset-copy

Copy an asset

asset-create-folder

Create a Content folder

asset-delete

Delete an asset

asset-find

Search the AssetRegistry by name/class/path/tags

asset-get-data

Read an asset's data (scoped reads supported)

asset-import

Import FBX/textures via AssetImportTask

asset-material-create

Create a Material Instance from a parent material

asset-material-get-data

Read material graph/parameter info (the "shader" analog)

asset-material-modify

Set scalar/vector/texture material-instance parameters

asset-move

Move / rename an asset

asset-refresh

Rescan asset paths

blueprint-add-component

Add a component via the Simple Construction Script

blueprint-add-event

Add/bind an event stub (BeginPlay, Tick, input, …)

blueprint-add-function

Add a function stub (entry/result nodes wired)

blueprint-add-variable

Add a typed member variable

blueprint-compile

Compile the Blueprint and return a structured error/warning list (the AI feedback loop)

blueprint-create

Create a new Blueprint class from a parent UClass path

blueprint-get

Graph summary for LLM inspection (variables, components, functions/events, parent chain)

blueprint-modify-variable

Modify a member variable

blueprint-remove-component

Remove an SCS component

blueprint-set-default

Edit a CDO (class-default) property

blueprint-spawn

Instance the Blueprint into the current level

console-get-logs

Read recent editor logs from the LogCollector ring buffer

editor-application-get-state

Read editor application state (PIE, etc.)

editor-application-set-state

Start / stop / pause Play-In-Editor

editor-selection-get

Read the current editor selection

editor-selection-set

Set the editor selection

object-get-data

Read any UObject by path

object-modify

Modify any UObject by path