Game AI
The most comprehensive AI tooling on any MCP server.
230 actions
Full lifecycle for Behavior Trees, Blackboards, State Trees, EQS, Smart Objects, AI Controllers, Perception and Navigation — including build_behavior_tree_from_spec and build_state_tree_from_spec, which turn a JSON behavior description into a finished asset. Scaffolds patrol, combat and companion AI, then debugs it live during PIE instead of just hoping it works.
Behavior trees
State trees
EQS
Smart objects
Perception
Build-from-spec
Gameplay Ability System
Abilities, attributes, effects — wired.
135 actions
Creates abilities with activation policies, cooldowns, costs and tags; full AttributeSet CRUD; Gameplay Effect authoring with modifiers, stacking and periods; ASC management, cues, targeting and input binding — plus scaffolds that spin up a complete GAS setup from a template instead of you wiring it by hand.
Abilities
Attribute sets
Gameplay effects
Cues & tags
Targeting
Scaffolds
Logic Driver State Machines
Game flow as a spec.
66 actions
Full Logic Driver Pro integration: state machine CRUD, graph read/write, transition rules, runtime PIE control and one-shot build_sm_from_spec — with ready-made scaffolds for doors, health systems, patrols, dialogue trees, elevators, puzzles and inventories, so you're not starting from a blank graph.
FSM CRUD
Transition rules
Runtime control
Dialogue & quest scaffolds
Combo Graphs
Attack chains, choreographed.
13 actions
Creates and edits ComboGraph combo trees — nodes with montage animations, edges, effects and cues — and scaffolds combo abilities that bridge ComboGraph straight into the Gameplay Ability System.
Combo trees
Montage nodes
GAS bridge
Enhanced Input
WASD, wired in four calls.
4 actions
Creates Input Actions and Input Mapping Contexts as real assets, then binds keys to them with the full modifier and trigger stack — negate and swizzle for a proper movement stick, hold, tap and pulse for everything else, keyboard, mouse and gamepad alike. Reads a context back so your AI can verify what it just mapped instead of assuming. The matching event nodes and the subsystem registration get authored into your character Blueprint alongside it.
Input Actions
Mapping Contexts
Key mapping
Modifiers & triggers
Gamepad & mouse
Read-back verification
PIE Input Simulation
Your AI plays the game to prove it works.
14 actions
Drives a running Play-In-Editor session the way a player would — press keys, click, drag, type, scroll. The last step of autonomous verification: build the feature, then actually go play it. It can also fire an Input Action straight through Enhanced Input, running your real modifiers and triggers, which means an ability can be tested before anyone has bound a key to it. Camera aim is set with an optional hold so it survives a per-tick camera system that would otherwise overwrite it on the next frame, and your AI can detach to a free-fly spectator to go look at something, then hand control back.
Key & mouse simulation
Enhanced Input injection
Control rotation hold
Spectator free-fly
Autonomous verification