editor-application-set-state
Start / stop / pause Play-In-Editor
How to use it
editor-application-set-state is exposed by the Unreal MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the editor-application-set-state 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)
Create a new Blueprint class from a parent UClass path
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.)
Read the current editor selection
Set the editor selection
Read any UObject by path
Modify any UObject by path