unreal-blueprints · git:20260722.1f6057c · 2026-07-22 · sha256 f903667cbc410870
unreal-blueprints git:20260722.1f6057cA
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---
name: unreal-blueprints
description: >-
Domain skill - Unreal Engine Blueprint editing: create Blueprint classes,
add event/function nodes, connect nodes, add variables, and compile.
Use when building or modifying Blueprint logic in the Unreal Editor.
Not for level actor placement - use unreal-actors for that.
license: MIT
compatibility: Unreal Engine 5.0+, Python 3.10+
allowed-tools: Bash Read
metadata:
dcc-mcp:
dcc: unreal
version: "0.1.0"
layer: domain
stage: authoring
search-hint: "unreal blueprint node graph event function variable compile connect"
tags: "unreal, blueprints, nodes, graph, scripting"
tools: tools.yaml
---
# Unreal Blueprints
Tools for Blueprint class creation and node graph editing in the Unreal Editor.
Patterns derived from [chongdashu/unreal-mcp](https://github.com/chongdashu/unreal-mcp)
Blueprint node graph editing abstractions.
## Scripts
- `create_blueprint_class` - Create a new Blueprint class from a parent class.
- `add_event_node` - Add an event node (BeginPlay, Tick, etc.) to a Blueprint graph.
- `add_function_node` - Add a function call node to a Blueprint graph.
- `connect_nodes` - Connect two nodes in a Blueprint graph.
- `add_variable` - Add a member variable to a Blueprint.
- `compile_blueprint` - Compile a Blueprint.
- `find_nodes` - Find nodes in a Blueprint graph by type or event.
- `add_component_to_blueprint` - Add a component to a Blueprint.
## Usage Examples
### Create a Blueprint and add BeginPlay logic
```python
# 1. Create the Blueprint
# MCP tool call: unreal_blueprints__create_blueprint_class
# params: {"blueprint_name": "BP_MyActor", "parent_class": "Actor"}
# 2. Add a StaticMesh component
# MCP tool call: unreal_blueprints__add_component_to_blueprint
# params: {"blueprint_name": "BP_MyActor", "component_type": "StaticMeshComponent", "component_name": "Mesh"}
# 3. Add BeginPlay event
# MCP tool call: unreal_blueprints__add_event_node
# params: {"blueprint_name": "BP_MyActor", "event_name": "ReceiveBeginPlay"}
# 4. Compile
# MCP tool call: unreal_blueprints__compile_blueprint
# params: {"blueprint_name": "BP_MyActor"}
```
### Connect nodes in a graph
```python
# MCP tool call: unreal_blueprints__connect_nodes
# params: {
# "blueprint_name": "BP_MyActor",
# "source_node_id": "node_123",
# "source_pin": "then",
# "target_node_id": "node_456",
# "target_pin": "execute"
# }
```