MCPVault

actor_match_transform

MCP tool from UEFN TOOLBELT by qfoldit

Copy the first selected actor's transform to all others. Toggle location/rotation/scale independently.

How to use it

actor_match_transform is exposed by the UEFN TOOLBELT MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the actor_match_transform tool becomes available to the model automatically. See the full listing for setup details and every tool this server provides.

Install UEFN TOOLBELT

$pip install mcp
FULL UEFN TOOLBELT LISTING

Other tools in UEFN TOOLBELT (39)

actor_attach_to_parent

Last selected actor becomes parent of all others (Maya-style). Preserves world transforms.

actor_detach

Detach all selected actors from their parent. Preserves world transforms.

actor_folder_list

List all World Outliner folders with actor counts.

actor_move_to_folder

Move all selected actors into a named World Outliner folder (auto-created).

actor_move_to_root

Move all selected actors out of any folder to the root level.

actor_rename_folder

Rename a World Outliner folder — re-paths all actors inside it. Supports dryrun.

actor_select_by_class

Select all level actors whose class name contains a filter string.

actor_select_by_folder

Select all actors in a named World Outliner folder.

actor_select_same_folder

Expand selection to all actors sharing the first actor's folder.

align_to_grid_two_points

Define a local XY grid from two anchor actors, then snap everything else to it.

align_to_reference

Align all selected actors' X, Y, or Z to the first or last actor's position.

align_to_surface

Snap selected actors' Z down to the nearest floor surface (uses line traces).

api_crawl_level_classes

Headless map of all unique classes + exposed properties in the current level.

api_crawl_selection

Deep-introspect selected actors, components, and properties → JSON.

api_export_full

Export a monolithic unreal.pyi stub for full IDE autocomplete.

api_generate_stubs

Write .pyi stub for one class (or all if name omitted).

api_inspect

Print full signature + docstring for any unreal. class or function.

api_list_subsystems

Print every Subsystem class available in this UEFN build.

api_search

Fuzzy-search class/function names across the live unreal module.

api_sync_master

One-click: level crawl + Verse schema merge → updates docs/DEVICEAPIMAP.md.

device_catalog_scan

Scan the Asset Registry for every Creative/Verse device available in Fortnite.

distribute_with_gap

Set an exact cm gap between bounding boxes along an axis (not pivot-to-pivot).

match_spacing

Evenly space pivots between first and last actor — endpoints stay fixed.

prefab_export_to_disk

Headless: copy resolved .uasset files from Content folder to a destination directory.

prefab_migrate_open

Open the Prefab Asset Migrator — paste Ctrl+C T3D text to extract + copy all asset dependencies to another project.

prefab_parse_refs

Headless: parse a T3D prefab string and return all /Game/ asset paths found.

prefab_resolve_deps

Headless: walk the AssetRegistry dependency graph for a list of package paths.

rename_dry_run

Preview naming convention violations without changing anything.

rename_enforce_conventions

Rename assets to follow Epic's prefix conventions (SM, T, M, etc.).

rename_strip_prefix

Strip a specific prefix from all assets in a folder.

rotate_around_pivot

Orbit selection around center-of-bounds or first actor by angledeg on any axis.

tag_add

Add a searchable metadata tag to all selected Content Browser assets.

tag_export

Export full tag → asset index to Saved/UEFNToolbelt/tagexport.json.

tag_list_all

List every unique tag key used under a folder with asset counts.

tag_remove

Remove a tag from all selected Content Browser assets.

tag_search

Find assets by tag key/value across a folder.

tag_show

Print all Toolbelt tags on selected assets.

ui_icon_import_open

Open the UI Icon Importer — paste any image from clipboard (browser, Figma, Photoshop) to import as a UEFN Texture2D.

world_state_export

Export full live state of every actor (transforms + device properties) → worldstate.json.