The Unreal MCP Web Client is a single-page application (SPA) served by a local FastAPI proxy atDocumentation Index
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http://localhost:5000. It gives you a graphical control panel for interacting with the Model Context Protocol (MCP) server built into Unreal Engine 5.8 — no extra tooling required beyond a modern browser and Python.
The interface is organised into five tabs in the center panel, plus a persistent streaming terminal at the bottom of every view.
Interface Layout
Resizable terminal: Drag the horizontal divider bar between the center panel and the terminal to resize the output area. The terminal height can range from a compact strip up to 80 % of the viewport height. Touch dragging is also supported on mobile/tablet browsers.
Panels
Connection Panel — Session Handshake
Connection Panel — Session Handshake
The connection bar lives in the app header and is always visible regardless of which tab is active.What it does:
- Sends an MCP
initializehandshake (POST /mcp,method: "initialize") to the Unreal Engine server athttp://localhost:8000/mcp(proxied transparently throughlocalhost:5000). - Extracts the
Mcp-Session-Idresponse header and stores it in memory for every subsequent request. - Sends the
notifications/initializedconfirmation to complete the two-step MCP handshake. - Triggers an automatic
tools/list+list_toolsetsrefresh to populate the sidebar.
- Status LED — real-time indicator: grey (disconnected), amber (connecting), green (connected).
- Auto-URL detection — when the page is served from
http://localhost:5000, the server URL defaults towindow.location.origin + "/mcp"so the proxy is used automatically. - Disconnect — clicking the button a second time clears the session ID, resets the sidebar, and restores the chat welcome dashboard.
- Warnings are logged to the terminal if an HTTPS endpoint is entered (Unreal’s MCP server runs plain HTTP only).
Tools Browser — Flattened Toolset View
Tools Browser — Flattened Toolset View
Accessed via the ⚙️ Ejecución Manual tab.What it does:Displays all available MCP tools in a flattened list — including the three meta-tools (
list_toolsets, describe_toolset, call_tool) and every individual tool from every registered toolset. The proxy server intercepts tools/list and dynamically expands all toolsets into a single flat list, caching the result in .mcp_tools_cache.json.Key features:- Sidebar tool list — click any item to pre-populate the execution console. Tools are badged as
metaortool. - Sidebar search — filter the full tool list by name or description. Click ✕ to clear.
- Dynamic argument form — selecting a tool from the dropdown populates a JSON textarea with a template. For
call_tool, companion dropdowns appear to pick toolset and tool name. - Real-time SSE terminal — execution results stream back as Server-Sent Events (
text/event-stream) and are rendered live in the bottom terminal with pretty-printed JSON where applicable. - Quick Actions bar — two one-click shortcuts: Count SM_Cube in Scene and List Agent Skills.
editor_toolset.toolsets.scene.SceneTools.SpawnActor) to the correct call_tool(toolset_name, tool_name, arguments) triple before forwarding to Unreal, so what you see in the browser matches the real registered namespace.Actor Spawner — Visual Actor Creator
Actor Spawner — Visual Actor Creator
Accessed via the 📦 Spawner tab.What it does:Provides a visual form to spawn actors into the currently open Unreal level without writing any JSON by hand.Key features:
- Class-based spawning — choose from
StaticMeshActor,PointLight,DirectionalLight, orCameraActor. The UI maps the friendly name to its fully-qualifiedrefPathformat (e.g.{ "refPath": "/Script/Engine.PointLight" }) as required by the UE5.8EditorToolsetPython tools. - Blueprint spawning — select Blueprint in the class dropdown to reveal a path input. Enter a full asset path such as
/Game/Blueprints/BP_MyActor.BP_MyActor_Cto spawn a Blueprint instance. - XYZ transform input — separate X, Y, Z number fields control the spawn
location. Rotation defaults to{ pitch:0, yaw:0, roll:0 }and scale to{ x:1, y:1, z:1 }(theToolsetTransformformat). - Actor label — a name field sets the display label of the spawned actor in the Outliner.
- Component manager — a second column lets you add components (PointLightComponent, StaticMeshComponent, AudioComponent, BoxComponent) to an existing actor or Blueprint CDO by specifying its
refPath.
editor_toolset.toolsets.scene.SceneTools.add_to_scene_from_class (for native classes) or editor_toolset.toolsets.scene.SceneTools.add_to_scene_from_asset (for Blueprints).Blueprints Panel — Inspect and Compile
Blueprints Panel — Inspect and Compile
Accessed via the 📐 Blueprints tab.What it does:Exposes the
BlueprintTools toolset from the EditorToolset Python plugin so you can create, inspect, modify, and compile Blueprints directly from the browser.Key features:- Create Blueprint — specify a content folder path (e.g.
/Game/Blueprints/), an asset name, and a parent class (Actor,Character,Pawn,ActorComponent,SceneComponent). The panel auto-fills the edit path on success and loads the new Blueprint’s metadata immediately. - Load Blueprint info — enter any fully-qualified asset path (e.g.
/Game/Blueprints/BP_MyActor.BP_MyActor) and click Load. The panel fetches and renders:- Graphs (EdGraph nodes) — listed by name.
- Functions — listed with an Implemented / Inherited badge.
- Variables — listed by member name.
- Compile Blueprint — triggers
BlueprintTools.compile_blueprintwith a{ refPath: "..." }argument. Compilation errors are surfaced in the terminal. - Add Function Graph — type a function name and click Add Function to call
BlueprintTools.add_function_graph, then reloads the metadata grid automatically.
{ refPath: "..." } objects, matching the UE5.8 tool schema requirement.Automation Tests Panel — Discover and Run Tests
Automation Tests Panel — Discover and Run Tests
Accessed via the 🧪 Pruebas tab.What it does:Connects to the
AutomationTestToolset to discover and execute Unreal’s built-in automation tests from the browser.Key features:- Discover & List — clicking List Tests first calls
AutomationTestToolset.DiscoverTests(which may take 3–5 seconds while the editor scans for tests), then callsAutomationTestToolset.ListTestswith optionalnameFilter,tagFilter, and alimitof 200 tests. - Checklist UI — each discovered test is rendered as a checkbox row. You can tick individual tests or leave all unchecked to run the entire set.
- Per-test run — each row has an individual Run button that calls
AutomationTestToolset.RunTestsfor just that test. - Run All — the Run All button runs every checked test, or every loaded test if nothing is checked.
- Results detail — after running, the panel calls
AutomationTestToolset.GetTestResultsand streams the detailed output to the terminal.
AI Agent (Chat) Panel — Natural Language Control
AI Agent (Chat) Panel — Natural Language Control
Accessed via the 💬 Agente Inteligente (Chat) tab (active by default on load).What it does:Embeds a multi-turn Gemini AI agent that can issue Unreal Engine tool calls in natural language. See Gemini Agent for full documentation.Key features:
- Powered by the Google Gemini API (
generateContent) with tool-calling enabled. - Has access to all flattened Unreal toolsets plus two virtual search tools (
dbv_python_unreal_apianddbv_unreal_dev_guide). - Runs up to 20 agentic iterations per message before producing a final summary.
- Markdown-rendered responses (via
marked.js), with syntax-highlighted code blocks. - Suggestion chips on the welcome dashboard let you one-click common tasks (count cubes, list tools, spawn a light, run a Python test script).
- A Cancel button interrupts the agent loop at any point via
AbortController.