blueprint-create
Create a new Blueprint class from a parent UClass path
How to use it
blueprint-create is exposed by the Unreal MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the blueprint-create tool becomes available to the model automatically. See the full listing for setup details and every tool this server provides.
Install Unreal MCP
npm install -g unreal-mcp-cliOther tools in Unreal MCP (39)
Add a component to an actor
Destroy a component
Read a component's data
List available UActorComponent classes (paginated)
Modify a component's properties
Spawn an actor from a class path (native or Blueprint), with optional name/location/rotation/parent
Destroy an actor
Duplicate an actor
Find actors, with scoped reads (paths/viewQuery)
Write actor FProperty values (including transform)
Attach an actor to a parent
Copy an asset
Create a Content folder
Delete an asset
Search the AssetRegistry by name/class/path/tags
Read an asset's data (scoped reads supported)
Import FBX/textures via AssetImportTask
Create a Material Instance from a parent material
Read material graph/parameter info (the "shader" analog)
Set scalar/vector/texture material-instance parameters
Move / rename an asset
Rescan asset paths
Add a component via the Simple Construction Script
Add/bind an event stub (BeginPlay, Tick, input, …)
Add a function stub (entry/result nodes wired)
Add a typed member variable
Compile the Blueprint and return a structured error/warning list (the AI feedback loop)
Graph summary for LLM inspection (variables, components, functions/events, parent chain)
Modify a member variable
Remove an SCS component
Edit a CDO (class-default) property
Instance the Blueprint into the current level
Read recent editor logs from the LogCollector ring buffer
Read editor application state (PIE, etc.)
Start / stop / pause Play-In-Editor
Read the current editor selection
Set the editor selection
Read any UObject by path
Modify any UObject by path