The Unreal Engine 5.8 MCP server exposes three built-in management tools at the top level. These are always available immediately after initialization — no toolset discovery is needed to call them. They are the entry point for exploring and invoking every other capability registered in the engine.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/davidbuenov/dbv-mcp-server/llms.txt
Use this file to discover all available pages before exploring further.
list_toolsets
Returns a plain-text listing of all toolsets currently registered in the Unreal Engine
Toolset Registry, including each toolset’s name and a short description.
Arguments: none
Returns: text — a newline-delimited list of toolset entries, each formatted as:
- ([A-Za-z0-9\._]+):) to obtain the toolset names
it needs to call describe_toolset during cache reconstruction.
Example call
describe_toolset
Returns detailed schemas for every tool inside a specific toolset — including tool names,
descriptions, and full JSON Schema inputSchema objects. Use this to understand what
arguments a tool expects before calling it.
The fully-qualified toolset name as returned by
list_toolsets.
Example: "ToolsetRegistry.AgentSkillToolset" or
"editor_toolset.toolsets.scene.SceneTools".text containing a JSON object:
call_tool
Executes a tool by name inside a specified toolset. This is the primary dispatch mechanism
used by the proxy when translating namespaced tool calls (e.g.
editor_toolset.toolsets.scene.SceneTools.SpawnActor) into the native call format.
The unqualified name of the tool to call — without any toolset prefix.
Example:
"SpawnActor", "ListSkills".The fully-qualified name of the toolset that contains the tool.
Omit to call a top-level MCP tool by name. Use
list_toolsets to discover valid values.Arguments to pass to the tool. Must match the tool’s
inputSchema as returned by
describe_toolset. Defaults to {}.AgentSkillToolset
ToolsetRegistry.AgentSkillToolset is the one toolset that Unreal Engine 5.8 registers
automatically at startup (via ToolsetRegistrySubsystem::Initialize()). It manages
AgentSkill assets — structured knowledge units that persist AI instructions inside a
UE project.
Call these tools via call_tool with toolset_name: "ToolsetRegistry.AgentSkillToolset".
ListSkills
Returns a summary of all AgentSkill assets in the project.
Arguments: none ({})
Returns: object mapping SkillPath → Description
GetSkills
Returns detailed instructions for one or more AgentSkill assets by path.
Array of full asset paths for the skills to retrieve.
Example:
["/Game/Skills/MySkill.MySkill_C"].SkillPath → { "instructions": string }
CreateSkill
Creates a new AgentSkill asset in the project.
Content Browser path where the asset will be created.
Example:
"/Game/Skills/".Name of the new asset (without path or extension).
Example:
"MySkill".A brief, human-readable summary of what the skill does.
An object with a single key
instructions (string) containing the full skill instructions.UpdateSkill
Modifies the description or instructions of an existing AgentSkill asset.
Full asset path including the
_C suffix.
Example: "/Game/Skills/MySkill.MySkill_C".Updated brief description of the skill.
Object with a single key
instructions (string) with the updated full skill text.true if the update succeeded, false otherwise.
Tool Argument Format Notes
UObject / UClass references — refPath
Tools that accept a class or asset reference expect an object with a refPath key, not a
plain string:
Transform format — xform
Tools that accept a world transform use the ToolsetTransform schema. Key names are
location and scale — not translation or scale3d: