Get selected actors
See the actors currently selected in the viewport.
Editor desktop
This page is the editor desktop. Filter the Fortnite library or the scene outliner to see the powers that build the island. One install. Public names only.
See the actors currently selected in the viewport.
Select actors in the viewport, or add them to the selection.
Frame the viewport on the selection — the F-key.
Point the viewport at an actor or a spot on the island.
Spawn an actor from a Fortnite / UE class into the island.
Delete actors by name or path.
Set properties on an actor you placed.
Client core. Classify a placed actor before binding a Verse @editable device field. A native Creative wrapper matches /CreativeCoreDevices/_Verse.<Name> or /CRD_<Name>/_Verse.<Name> (for example /CRD_Switch/_Verse.switch_device). A project class (/MyProject/_Verse.Verse-Scripts-...) and VerseDevice_C do not match. MyProject stands in for the open project. Playbook: get_skill('uefn-tool-contracts').
Client core. Bind an @editable device field to a placed actor. Accepts both native wrapper roots. An unmapped wrapper still needs expectedTargetClass. Will not clobber an existing binding. Subclass check, read-back, and save are unchanged. The Python relay workaround is no longer needed for CRD_* devices. Ships in the uefn-mcp release that includes #151. Playbook: get_skill('uefn-tool-contracts').
Client core. Fill an @editable array of native refs ([]creative_prop, []trigger_device, []barrier_device) on a placed Verse device. verseComponentPath is the Verse component. expectedTargetClass is required. One item wrapper per target (savedActor), then SetDeviceProperty on the wrapper paths. force replaces a different non-empty array. append adds. Dry run writes nothing. Per-entry read-back. Same default save as the single-ref bind. Wrapper roots include /CreativeCoreDevices/_Verse, /CRD_<Name>/_Verse, and /<Plugin>/_Verse/VNI/<Module>.<Name>. Ships in the uefn-mcp release that includes #155. The tool wrapper has not been run on a live editor yet. Playbook: get_skill('uefn-tool-contracts').
Get or set the viewport camera — where you are looking, and from where.
Search, list, and inspect Fortnite and project assets.
Client tool on the PC that has the game. Reads local paks and writes PNG icons for devices, characters, items, and props. dry_run lists paths and writes nothing. An optional upload is staff-only and is not required. Playbook: get_skill('uefn-asset-org').
Play in creator. Start and stop the session on your machine.
Client session toolset. Read runtime errors and session logs on your machine. A Launch Session rejection of candidate_handler_too_many_staged_files is reported as launchFailure, with the current count.
Client session toolset (enable_toolset('session')). Read-only count of staged .verse files. Returns count, budget (default 950), status ok, warn, or over, headroom, and the 10 largest folders. Does not raise the cook cap.
Check the editor is awake before you spawn, compile, or play.
Compile Verse, capture the viewport, and place a Fortnite device.
Capture the full desktop, Slate chrome included. Returns a shot id. Default downscale — pass image coordinates from that shot.
Click on the desktop. Pass the shot and image coordinates from that capture.
Move the pointer. Pass the shot and image coordinates.
Scroll at a point on the desktop. Pass the shot and image coordinates.
Drag from one image point to another. Pass the shot with both coordinates.
Type text into the focused editor field.
Press a single key on the editor machine.
Press a key chord on the editor machine.
Reach Epic's built-in UEFN MCP toolsets from any agent, including LAN sessions. Scene Graph entities, UMG widgets, and @editable wiring, plus the 43.00 toolsets after action=list (PCG, Profiling, Sequencer, MetaSound, IK Retargeter, Scene Capture, Curve Atlas, Player State, Prefab, Exec Python, classic devices). action=instructions, then action=list, then action=call. Playbook: get_skill('epic-valkyrie-mcp').
Client graph toolset (enable_toolset('graph')): parses your project's Verse on your PC into a local graph for search, impact, why-paths, cycles, layer rules and unreachable-under-policy checks, with a Graph / Audit panel. Heuristic, not compiler-verified: every edge is marked resolved, guessed, ambiguous or unknown. Nothing is uploaded. Playbook: get_skill('verse-dependency-audit').
Learn-the-map brief at session start: Verse modules, Verse devices, and placed Verse devices. A placed device is a VerseDevice wrapper actor; the Verse class is the inner script instance, and @editable values are read from that instance. The reply caps device rows at 100 (max_device_rows); the saved brief keeps every row. classes_not_in_graph flags placed classes the indexed root does not declare. Details-panel device-to-device event bindings are not exposed.
Reach Epic's Unreal MCP in Unreal Editor 5.8+ on the same PC (actors, lighting, materials, automation tests) from any agent, including LAN sessions.
Client ui toolset. Lists modal windows that block the editor game thread, with id, severity, action, and screen rect. raise=true brings each one forward. A relay timeout also returns dialogs, hint, and dialogHint. Playbook: get_skill('uefn-editor-dialogs').
Client ui toolset. action=ok closes a known safe notice (Custom Material Detected) and checks it is gone. action=raise only brings the window forward. Refuses Save Content, Verse Build Errors, Verse Validation Errors, and unknown titles. Cannot tick Don't show this again.
Collection-aware search (api / howto / code / docs). epic_internal hits stay labeled.
Name and meaning search over the live Verse / UEFN API surface.
Full signature and source for the best-matching API symbol.
Checks each Verse call against the live API for the uefn_version you pass. Stops invented APIs before a Verse check.
The real Verse compiler front end in the cloud — pass or fail with line numbers in about ten seconds, from any client. Full island builds stay on the editor box.
List hosted playbooks by id, title, tags, and when to use.
Open one hosted playbook and read its markdown.
Public LoreGUI docs plus Verse Island knowledge cards. Do not invent theme or GDD continuity.
Fetch one allowlisted LoreGUI page or island knowledge card.
Roster of testing, performance, cloth, UI, Verse, scene, lore, and P4 templates. Not a runtime.
Full prompt, success criteria, and tool allowlist for one specialist id.
Structured GDD / runbook / theme / colors / assets / play loop / test plan markdown. Client saves it.
Store a versioned island snapshot on Studio Sync. Pro and Studio plans.
Browse snapshot metadata for one project. Org-scoped.
Fetch one snapshot body by id.
Portal-authored skills and runbooks for this project.
Fetch one portal-authored skill or runbook.
Create or replace a project skill or runbook in markdown.
Browse versioned module packs for a Studio project.
Fetch one bundle manifest and its version history.
Create the first version of a portable Verse or scene-graph pack. Self-contains into Content/<Module>/.
Download the payload and agent.md install instructions.
Publish a bumped semver after local edits.
Find Verse scripts in this studio that do X. ACL-scoped full-text search.
Search bundle text, paths, and changelogs. Optional org-wide scope.
Bundles shared across projects in the org.
List screenshots you uploaded, with public URLs and expiry.
Remove one of your screenshots and its public URL.
Upload a small screenshot from base64. Larger images POST raw bytes to /mcp-api/shares.
Text or image to a 3D mesh, with credentials hosted for you.
Official Fortnite / UEFN API reads, scoped and rate-controlled.
Send a note to your team channel when something important lands.
PR / check-run status for your team's GitHub workflow.