actor_rename_folder
Rename a World Outliner folder — re-paths all actors inside it. Supports dryrun.
How to use it
actor_rename_folder is exposed by the UEFN TOOLBELT MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the actor_rename_folder 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 mcpOther tools in UEFN TOOLBELT (39)
Last selected actor becomes parent of all others (Maya-style). Preserves world transforms.
Detach all selected actors from their parent. Preserves world transforms.
List all World Outliner folders with actor counts.
Copy the first selected actor's transform to all others. Toggle location/rotation/scale independently.
Move all selected actors into a named World Outliner folder (auto-created).
Move all selected actors out of any folder to the root level.
Select all level actors whose class name contains a filter string.
Select all actors in a named World Outliner folder.
Expand selection to all actors sharing the first actor's folder.
Define a local XY grid from two anchor actors, then snap everything else to it.
Align all selected actors' X, Y, or Z to the first or last actor's position.
Snap selected actors' Z down to the nearest floor surface (uses line traces).
Headless map of all unique classes + exposed properties in the current level.
Deep-introspect selected actors, components, and properties → JSON.
Export a monolithic unreal.pyi stub for full IDE autocomplete.
Write .pyi stub for one class (or all if name omitted).
Print full signature + docstring for any unreal. class or function.
Print every Subsystem class available in this UEFN build.
Fuzzy-search class/function names across the live unreal module.
One-click: level crawl + Verse schema merge → updates docs/DEVICEAPIMAP.md.
Scan the Asset Registry for every Creative/Verse device available in Fortnite.
Set an exact cm gap between bounding boxes along an axis (not pivot-to-pivot).
Evenly space pivots between first and last actor — endpoints stay fixed.
Headless: copy resolved .uasset files from Content folder to a destination directory.
Open the Prefab Asset Migrator — paste Ctrl+C T3D text to extract + copy all asset dependencies to another project.
Headless: parse a T3D prefab string and return all /Game/ asset paths found.
Headless: walk the AssetRegistry dependency graph for a list of package paths.
Preview naming convention violations without changing anything.
Rename assets to follow Epic's prefix conventions (SM, T, M, etc.).
Strip a specific prefix from all assets in a folder.
Orbit selection around center-of-bounds or first actor by angledeg on any axis.
Add a searchable metadata tag to all selected Content Browser assets.
Export full tag → asset index to Saved/UEFNToolbelt/tagexport.json.
List every unique tag key used under a folder with asset counts.
Remove a tag from all selected Content Browser assets.
Find assets by tag key/value across a folder.
Print all Toolbelt tags on selected assets.
Open the UI Icon Importer — paste any image from clipboard (browser, Figma, Photoshop) to import as a UEFN Texture2D.
Export full live state of every actor (transforms + device properties) → worldstate.json.