MCPBridge Server (RBG-WebDesign/MCPBridge-Server) is an MCP server listed on the M8ven Trust Index. It scores 60 out of 100, grade C. It declares 122 tools. No publisher has claimed this listing.
Enables AI coding agents to control and interact with Unreal Engine 4.27 editor through MCP protocol, translating tool calls into HTTP commands for the in-editor plugin.
Caution. Specific findings reduced this grade. They are listed on the page. Grades reflect the full trust pyramid: code, verification depth, and reputation. New projects cap at C until adoption is earned.
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RBG-WebDesign
Source: Glama
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The grade above is for the source repository. Registries can serve a different version, so we mark the ones we were not able to read.
These names and descriptions are the publisher's own, read from the source code. We print them as written. Our assessment is the findings above, not this list.
actor_spawnSpawn an actor from an asset path at a given location/rotation/scale. Returns validation results by default.
actor_duplicateDuplicate an existing actor with an optional offset. Returns validation results by default.
actor_deleteDelete actors by name or name pattern (supports * and ? wildcards).
actor_modifyChange an actor's location, rotation, scale, mesh, or visibility. Returns validation results by default.
actor_organizeMove actors into World Outliner folders.
actor_snap_to_socketSnap one actor to another actor's named socket.
batch_spawnSpawn multiple actors in one call. Each spawn definition uses the same format as actor_spawn.
placement_validateCheck actors for gaps, overlaps, and alignment issues.
blueprint_inspectblueprint_add_variableAdd a member variable to a Blueprint, then compile and save.
blueprint_remove_variableRemove a member variable from a Blueprint, then compile and save.
blueprint_set_variable_defaultSet a member variable's default value, then compile and save.
blueprint_add_functionblueprint_remove_functionRemove a user function graph by name, then compile and save.
blueprint_add_event_dispatcherCreate an event dispatcher (multicast delegate) with an optional parameter signature, then compile and save.
blueprint_remove_event_dispatcherRemove an event dispatcher by name, then compile and save.
blueprint_add_interfaceImplement a Blueprint Interface on a Blueprint, then compile and save.
blueprint_remove_interfaceRemove an interface implementation (deletes its generated function graphs), then compile and save.
blueprint_component_removeRemove a component (SCS node) from a Blueprint; children re-parent to the removed node's parent. Compiles and saves.
blueprint_component_renameRename a component (SCS node) on a Blueprint, then compile and save.
blueprint_node_addblueprint_node_deleteDelete a node by GUID (links broken first), then compile and save.
blueprint_node_moveMove a node to a new graph position, then compile and save.
blueprint_node_set_enabledEnable or disable a node by GUID, then compile and save.
blueprint_pins_connectblueprint_pins_breakBreak all links on a single pin of a node, then compile and save.
blueprint_listList Blueprint assets with optional filtering by path, name, and parent class.
blueprint_infoGet detailed Blueprint structure: components, variables, functions, event graphs, parent chain.
blueprint_createCreate a new Blueprint class with optional components and variables.
blueprint_compileCompile a Blueprint and return success/failure with error details. Success means the compile ran, check 'compiled' and 'had_errors' for actual result.
blueprint_documentGenerate a human-readable text summary of a Blueprint's structure, variables, and components.
blueprint_build_from_jsonanim_blueprint_build_from_jsonblueprint_build_from_descriptionmaterial_instance_creatematerial_instance_set_paramsSet scalar/vector/texture parameters on an existing material instance, then save.
data_table_createdata_table_fill_from_jsonReplace an existing DataTable's rows from DataTable JSON, then save. Returns the resulting row names.
audio_component_addlevel_newgame_template_createcpp_class_createcpp_buildjob_statusjob_listList all background jobs started in this editor session, newest first.
job_cancelCancel a running background job (terminates its subprocess).
pp_volume_spawnSpawn a PostProcessVolume with full settings control. Supports bloom, exposure, color grading, DOF, chromatic aberration, grain, vignette, motion blur, SSR, lens flare, and more.
pp_volume_modifyModify an existing PostProcessVolume's settings. Settings merge with existing values.
pp_presetApply a named post-processing preset. Creates or updates a PP volume. Presets: horror, cyberpunk, noir, dream, underwater, surveillance, vhs_glitch, damage, drunk, frozen, nuclear, sepia, cinematic, neon, thermal.
camera_shake_blueprintCreate a CameraShake Blueprint asset with oscillation parameters. Shake presets: explosion, hit, earthquake, gunfire, footstep, ambient, electric_shock, glitch_shake. Or set individual rot_pitch/yaw/roll_amp/freq, loc_x/y/z_amp/freq, fov_amp/freq values.
camera_shake_playPlay a camera shake during PIE. Requires PIE to be running.
camera_shake_spawnSpawn a CameraShakeSourceActor in the level. Emits shake within inner/outer radius during PIE.
camera_shake_triggerSpawn a C++ ShakeTriggerActor: plays camera shake when the player overlaps its trigger box during PIE. Python builds, C++ executes -- the reliable pattern.
console_effectToggle rendering features via console commands. Commands: freeze_rendering, show_fps, screen_percentage, temporal_aa, fxaa, motion_blur, bloom, eye_adaptation, tonemapper, ssr, ao, dof, aa_quality, shadow_quality, view_distance_quality, post_process_quality.
input_mapping_addinput_mapping_removeRemove action or axis mappings. Omit 'key' to remove every key bound to the name.
input_preset_applygameplay_framework_createproject_settings_mapscamera_rig_createblackboard_createCreate a BlackboardData asset with typed keys (Bool, Int, Float, String, Name, Vector, Rotator, Object, Class).
behavior_tree_createai_nav_rebuildRebuild navigation data in the loaded level (RebuildNavigation console command).
gameplay_pie_startgameplay_pie_stopEnd the current PIE session.
gameplay_telemetry_snapshotgameplay_run_acceptance_testsproject_index_rebuildproject_index_querySearch the cached project intelligence index. Use this before editing to find existing assets, Blueprint structures, dependencies, and patterns.
project_semantic_diffgameplay_pattern_searchlevel_actorsList actors in the current level with optional filters. Returns name, class, folder, and optionally transforms and components.
level_saveSave the current level and optionally all dirty assets.
level_outlinerReturn the World Outliner folder tree structure with actor counts per folder.
material_listList materials in the project with optional filtering by path, name, and type.
material_infoGet detailed information about a material: parameters, textures, parent chain.
material_createCreate a new material or material instance. Provide parent and type 'instance' for material instances.
material_applyApply a material to an actor's mesh component. Returns validation by default.
undoUndo the last N operations using UE4's transaction system.
redoRedo previously undone operations.
history_listShow operation history with timestamps and parameters.
checkpoint_createCreate a named save point (level save + metadata snapshot).
checkpoint_restoreRestore to a named checkpoint by undoing operations since it was created.
batch_operationsExecute multiple tool calls in a single request with shared validation.
project_infoReturn current UE project name, engine version, project path, content directory, and loaded level.
asset_listList assets with optional filters. Returns asset paths, types, and names.
asset_infoReturn detailed info for a single asset: type, bounds, material slots, LOD count.
asset_load_diagnosticsDiagnose asset loads, Blueprint generated classes, dependencies, referencers, and script class availability.
asset_save_manySave only the explicit asset paths passed in. Safer than project-wide save-all.
project_enable_pluginsEnable one or more plugins in the current .uproject and report whether an editor restart is required.
input_mapping_infoInspect Unreal input action and axis mappings. Use this to validate bindings like PF_Pause to Escape when physical key injection is unavailable.
prompt_generateprompt_statusprompt_spec_listwidget_title_templatewidget_title_card_createCreate a centered cinematic title-card Widget Blueprint with styled text, background treatment, and FadeIn/FadeOut animation specs.
widget_lower_third_createCreate a broadcast-style lower-third Widget Blueprint with styled title/subtitle text and FadeIn/FadeOut animation specs.
widget_build_from_jsontest_connectionPing the UE4 Python listener. Returns connection status, engine version, and project info.
python_proxyExecute arbitrary Python code inside the UE4 editor. Has full access to the unreal module. Use for prototyping or operations not covered by dedicated tools.
22 further tools are not listed here. The complete surface is in the source.
Disclosed vulnerabilities in this server's declared npm dependencies (via OSV). Whether each is reachable depends on the installed versions.
@modelcontextprotocol/sdk has cross-client data leak via shared server/transport instance reuse
Anthropic's MCP TypeScript SDK has a ReDoS vulnerability
Model Context Protocol (MCP) TypeScript SDK does not enable DNS rebinding protection by default
Tool annotations
No tools have read-only/destructive annotations
Add readOnlyHint or destructiveHint annotations to every tool so hosts can warn users before invoking.
All four hints declared on every tool
122/122 tools missing one or more hints — actor_spawn (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); actor_duplicate (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); actor_delete (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint), +119 more. OpenAI's directory rejects tools where any of the four hints are missing or non-boolean.
For every tool, set all four hints (readOnlyHint, destructiveHint, idempotentHint, openWorldHint) to explicit true/false values that match the handler’s actual behaviour.
Tool test coverage
79/122 tools referenced in tests (65%)
Write tests that reference each tool by name so every tool has at least one test.
Production dependencies are patched
0 critical, 3 high severity in production deps — @modelcontextprotocol/sdk@1.12.1 (high), @modelcontextprotocol/sdk@1.12.1 (high)
Run npm audit fix, or upgrade the affected packages to a non-vulnerable version.
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