Tools
This page lists every public LOOMLE tool registered by the MCP server. Project and session tools come first because they decide whether the UE-facing tools can run at all.
Project and Session
loomle.status: report whether the MCP session is attached to a UE project.project.list: list known Unreal projects, online by default.project.attach: attach this MCP session to one online LOOMLE-enabled project.project.install: install or updatePlugins/LoomleBridgefor a UE project.schema.inspect: read second-level operation schemas for compact edit tools.loomle: report bridge health and runtime status after attach.context: read active editor asset, active window, and current selection.
Runtime
execute: run Unreal-side Python inside the editor process.jobs: inspect long-running job state, results, and logs.profiling: read official Unreal profiling data and capture workflows.play: inspect and control PIE play sessions.
Editor
editor.open: open or focus an Unreal asset editor.editor.focus: focus a semantic panel in an asset editor.editor.screenshot: capture the active editor window to a PNG file.
Assets
asset.create: create supported Unreal assets.asset.inspect: inspect an asset through the matching public domain surface.asset.edit: edit asset-level metadata, with enum entries as a compatibility case.
Blueprint
blueprint.inspect: inspect a Blueprint asset and class-level contract.blueprint.class.inspect: inspect parent class and implemented interfaces.blueprint.class.edit: edit parent class and implemented interfaces.blueprint.member.inspect: inspect variables, functions, macros, events, dispatchers, and components.blueprint.member.edit: edit Blueprint-owned members.blueprint.graph.list: list graphs in a Blueprint asset.blueprint.graph.inspect: inspect graph nodes, pins, links, and compact views.blueprint.graph.edit: apply explicit local graph edit commands.blueprint.graph.layout: format selected graph regions.blueprint.node.inspect: inspect one node’s pins, defaults, and node-local edit capabilities.blueprint.node.edit: edit node-local structure such as switch cases or format-text arguments.blueprint.palette: search UE Blueprint Action Menu entries for node creation.blueprint.compile: compile a Blueprint asset.
Material
material.list: list material expressions in a Material asset.material.graph.inspect: inspect expression nodes, pins, and links.material.graph.edit: apply explicit Material graph edit commands.material.graph.layout: format selected Material graph nodes.material.compile: compile a Material asset and return diagnostics.material.node.inspect: inspect one expression instance or expression class.material.node.edit: set one editable expression property.material.palette: search UE Material palette actions for expression creation.
PCG
pcg.graph.inspect: inspect PCG graph nodes, pins, links, and defaults.pcg.palette: search UE PCG palette actions for node creation.pcg.node.inspect: inspect one PCG node instance or settings class.pcg.parameter.inspect: inspect PCG graph user parameters.pcg.parameter.edit: edit PCG graph user parameters.pcg.graph.edit: apply explicit PCG graph edit commands.pcg.graph.layout: format selected PCG graph nodes.pcg.compile: validate and compile-confirm a PCG graph.
Diagnostics and Logs
diagnostic.tail: read structured LOOMLE diagnostics by sequence cursor.log.tail: read Unreal output log events by sequence cursor.
Widget
widget.palette: search UE Widget Palette entries for UMG widget creation.widget.tree.inspect: inspect a WidgetBlueprint WidgetTree.widget.tree.edit: apply explicit WidgetTree edit commands.widget.inspect: inspect one UMG widget class or WidgetTree instance.widget.compile: compile a WidgetBlueprint and return diagnostics.