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Flop MCP Server

61 Unreal Engine tools
in your IDE

One URL, one API key. Connect Cursor, Claude Code, Windsurf, or any MCP client directly to your running Unreal Editor.

61
Tools
44
Free tier
700+
Operations
10+
IDE clients

Get connected in 3 steps

Takes under 2 minutes.

1

Get an API key

Create a free account and generate a key.

Get API Key
2

Install the Unreal plugin

Download and enable the Flop AI plugin in your UE project.

Installation docs
3

Add to your IDE

Paste this config and replace YOUR_API_KEY.

Add to .cursor/mcp.json:

{ "mcpServers": { "flopperam-unreal": { "url": "https://agent.flopperam.com/mcp", "headers": { "Authorization": "Bearer YOUR_API_KEY" } } } }

That's it — verify the server shows as connected and start prompting.

Works with:CursorClaude CodeWindsurfClineVS Code CopilotContinueRoo CodeZedOpenClawGoose+ any MCP client

61 tools across every domain

44 tools free with unlimited usage. 17 paid tools included with any subscription — try them all free for 1 week.

Scene & Level

FREE
scene_query

Spawn / move / rotate / scale actors; batch-modify properties; find by class, label, tag, or location; find empty space; group by prefix

scene_brief

Level overview — total actor count, class distribution, label prefix groups, overall scene bounds

scene_compose

Batched scene authoring — spawn + configure + attach many actors in one call

level_inspect

World / persistent level / streaming / World Partition / level instances / data layers

actor_inspect

Deep per-actor inspection — components, materials, collision, physics, LODs, rendering, visibility flags

search_assets

Content Browser search (name / prefix / class). Get asset dependencies and referencers

asset_references

Hard-reference BFS walk — what does X pull in, what uses X

project_context

Engine version, enabled plugins (with filter), project settings, available maps, content stats

Blueprint authoring (narrow tools)

1-WEEK TRIAL
bp_create

Create Blueprints, Interfaces, Enums, Structs from any parent class with optional inline components + variables

bp_class

Class-level settings — parent, interfaces, CDO property writes (dot-notation), metadata

bp_variable

Batched variable CRUD with full type vocab (scalars, structs, object/class refs, enums, Arrays / Sets / Maps, soft-refs)

bp_component

Batched component add / remove / rename / reparent with property writes (collision, transforms, mesh refs)

bp_graph

Create / delete Event / Function / Macro graphs with typed inputs + outputs

bp_nodes

Batched node creation in one graph — ~40 types (event, custom_event, function_call, variable_get/set, branch, sequence, cast, make/break_struct, spawn_actor, input_action, timeline, math, comparison, select, for_each_loop, switch_*, make_array/map/set, format_text, …)

bp_wire

Batched exec + data edges + pin defaults + pin ops (split / recombine / anchor wildcard / change type). Auto-retries single-input pin names (Sine/Cosine/Abs)

bp_input

Enhanced Input bundle — IA + IMC + key bindings + modifiers + triggers in one call

bp_commit

Compile + auto-layout + health check (orphan pins, dangling exec chains, unresolved wildcards). Fingerprint for drift detection

bp_author

ESCAPE HATCH — full GraphSpec JSON one-shot with auto-repair (~50 rules) + SpecContractCheck + StableIdToNodeGuidHex map

bp_dry_run

Capability probe — check_intent validates types/nodes/assets statically; check_spec runs the composer's real dry-run (snapshot + rollback)

Blueprint inspection & rescue

FREE+ TRIAL
FREEbp_brief

Compact one-call BP overview — parent, components, variables, graphs, dispatchers + stable-id summary

FREEbp_inspect

18 targeted ops — overview, variables, functions, components, class_defaults, graphs, nodes, connections, node_pins, path_between, pin_linked, compile_status, fingerprint, unresolved_pins

FREEbp_export

Full GraphSpec JSON dump with graph filtering — clone a graph from one BP to another verbatim

TRIALbp_skills

Batched skill-doc loader — 33 topics covering every narrow tool + bp_author pattern catalog

TRIALrepair_blueprint

Rescue a corrupted BP before commit — duplicate graphs, orphan nodes, broken references, stale timelines

Materials & shading

FREE
material_inspect

Material overview, expression list, connection map, parameter list, referenced textures with format, shader stats, parent chain

material_edit

43 ops — create materials / instances / functions / MPCs; add expression nodes; wire to BaseColor / Normal / Emissive / etc; custom HLSL; auto-layout + recompile

VFX (Niagara + Chaos)

FREE
niagara_inspect

Niagara System inspection — emitters, user parameters, renderers, module stack

niagara_edit

Create / duplicate systems, add/remove emitters, set user parameters, set renderer materials + meshes, spawn + control activation

niagara_script_edit

Niagara Script module authoring — reusable emitter logic, dynamic inputs, custom expressions

chaos_edit

Geometry Collections — fracture, cluster connection type, destruction thresholds, physics properties (mass, density, friction)

ramp_authoring

Author UCurveFloat / UCurveVector / UCurveLinearColor — keys, tangents, pre/post infinity

Animation system

FREE
animation_inspect

AnimSequence / Montage / AnimBP / IKRig / IKRetargeter inspection — root motion, rate scale, curves, skeleton info

animation_edit

Create anim assets (Sequence, Montage, BlendSpace, AimOffset, PhysicsAsset), duplicate across skeletons, batch retarget, FBX import, montage sections + branching, bone track keyframes, notify tracks

animation_graph_edit

AnimBP graphs — state machines, states, transitions, AnimGraph nodes (sequence_player, blend_space_player, apply_additive, two_bone_ik, control_rig)

ik_rig_edit

IK Rig authoring — chains, solvers (FABRIK, Full-Body IK, Set Transform), goals, bone settings

ik_retarget

IK Retargeter chain mapping + batch retarget animations between source and target skeletons

Widgets / UMG

FREE
widget_inspect

Widget BP tree, per-widget properties (font, brush, slot), full snapshots, validation, live widgets in PIE, viewport info

widget_edit

80+ ops — Widget BP creation, 40+ native widget types, reflection-based property writes, slot layout (Canvas / Box / Grid), fonts + brushes, 13 widget-specific configure ops, bind events to EventGraph, keyframe animations, MVVM ViewModels, PIE control

AI — BTs, GAS, Tags

FREE
behavior_tree

50+ ops — BTs + Blackboards, AI Controllers + perception, NavMesh + NavLinks, EQS queries, StateTrees, Smart Objects, runtime BT + blackboard inspection in PIE, breakpoints, visual logger

gas_edit

Gameplay Ability System — abilities (tags, cost, cooldown, activation policies), Gameplay Effects (duration, modifiers), Attribute Sets

tag_registry_edit

Register gameplay tags, create tag tables, set parent tags, delete tags

Landscape & Foliage

FREE
landscape_inspect

Terrain queries — height/slope/normal at any position, terrain stats, find flat buildable areas, paint layers, heightmap export

landscape_edit

Create/delete landscapes, sculpt (raise/lower/smooth/flatten/erosion), procedural noise, semantic features (mountains/valleys/craters/plateaus), paint weight layers, import/export R16 heightmaps

foliage_inspect

List foliage types + instance counts, query instances within a radius

foliage_edit

Create FoliageTypes, scatter in circles / rectangles / on weight layers, place exact transforms, remove by radius or type, configure density + alignment

Cinematics, audio, procedural

FREE
sequencer_edit

Level Sequences (cinematics / cutscenes) — actor bindings, transform / animation / audio / camera / event / fade tracks, keyframes with interp control, camera cuts

metasound_edit

MetaSound Source graphs — oscillators, filters, envelopes, mixers, sample players; wire audio + data pins; inputs / outputs

sound_asset_edit

SoundCue graphs, SoundClass hierarchy, SoundAttenuation curves + spatialization

pcg_graph_edit

PCG (Procedural Content Generation) graph authoring — point generators, samplers, filters, transformers, density ops, mesh spawners

collision_profile_edit

Collision profiles + physical materials + object type responses

Data assets

FREE
asset_factory

56 batched ops — Enums (CRUD values), Structs (CRUD properties with retype), DataTables (CRUD rows + bulk JSON import), Data Assets (any subclass), Enhanced Input (IA + IMC + key mappings + modifiers + triggers). Also hosts `delete_blueprint` — the crash-safe BP removal path

Runtime verification (PIE)

FREE+ TRIAL
FREEpie_test_scene

Scene PIE verification with narrow input whitelist (console, wait, wait_for, spawn_actor, play_sequence, fire_damage). Lifecycle + VFX + audio + log + vision assertions + baseline pixel-diff

TRIALpie_test_bp

Full Blueprint runtime verification — inject keyboard / Enhanced Input / mouse / widget clicks / function calls / dispatcher fires / damage / blackboard writes; 30+ assertion types (variable_equals, dispatcher_fired, anim_state, bt_task_ran, widget_visible, niagara_activated, overlap_detected)

C++ & editor

FREE
cpp_source

Read / write .h / .cpp with line ranges + auto-backup; create new UCLASS / USTRUCT / UENUM headers; regex search across Source/; parse UE reflection macros; trigger Live Coding; regenerate project files

editor_actions

Undo / redo, save, select actors, focus viewport, build lighting / navigation / all, compile Blueprints, PIE start / stop, viewport modes

editor_log

Output Log tail + Message Log listings with verbosity filter + since_seconds window

performance_audit

Triangle counts, actor counts by class, mesh complexity, texture memory, lighting stats, optimization warnings

window_capture

Capture Unreal viewport as PNG for LLM context

Execution escape hatches

1-WEEK TRIAL
python_execution

Run arbitrary Python directly inside the editor process. `unreal` module pre-imported; pre-injected `result` dict for structured output

unreal_api

Look up 15,000+ Unreal Engine API signatures (exact / fuzzy / fulltext). Filter by class, method, property, constant

skills

Load domain knowledge on demand — 33 Blueprint-authoring skill docs + 5 asset-creation guides + known-limitations catalog

Free unlimited usage| 1-week free trial, then requires subscription

Unlock all 61 tools

44 tools are free with unlimited usage. Subscribe from $15/mo to unlock all 17 paid tools — Blueprint editing, data asset creation, code execution, and API docs — after your 1-week trial.

Need more than tools?

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