MCPVault

blueprint-get

MCP tool from Unreal MCP by IvanMurzak

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

How to use it

blueprint-get is exposed by the Unreal MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the blueprint-get 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-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-modify

Write actor FProperty values (including transform)

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-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