Epic Games is a video game developer and publisher known for titles like Fortnite and the Unreal Engine, offering an online store and platform
Epic Games is a video game developer and publisher known for titles like Fortnite and the Unreal Engine, offering an online store and platform On Nagent, Epic Games is exposed as a fully-configurable gaming integration that any agent can call — 28 actions, and OAuth authentication. No code is required to wire Epic Games into your workflow — connect it once via the External Integrations panel and reuse it across every agent you build.
Agent builders use Epic Games to automate the kinds of tasks gaming teams previously handled manually. Concrete examples — each one is a single agent step in Nagent — include:
Every action and trigger is paired with a structured input/output schema (visible in the sections below), so when you wire Epic Games into Helix — our agentic agent builder — the editor knows exactly what each step expects and produces. Configure once, deploy anywhere across your Nagent agents.
Every operation an agent can call against Epic Games, with input parameters and output schema. Drop these into any step of an agent built in Helix.
EPIC_GAMES_DELETE_PRESET_METADATA_KEYTool to delete a metadata key-value pair associated with a Remote Control Preset. Use after confirming you have the correct preset name and metadata key.
Input parameters
Optional HTTP headers to include in the request
Base URL for Remote Control HTTP API (e.g., 'http://127.0.0.1:30010'). If not provided, uses metadata.base_url or defaults to http://127.0.0.1:30010.
Name of the Remote Control Preset to target.
Metadata key to delete from the preset.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLANDTool to fetch metadata for a specific Fortnite island by its code. Use when you have an island code and need detailed island information.
Input parameters
Unique code of the island
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_AVG_MINUTES_PER_PLAYERTool to retrieve average minutes per unique player for a given island code and interval. Use when you need daily or more granular (hour/minute) player engagement metrics. Hourly/minute intervals may not be available.
Input parameters
Unique island code to query metrics for
Time interval for the metrics. Day interval is supported; hour/minute may return not found
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_FAVORITESTool to fetch how many times an island was added to favorites over a time interval. Use when analyzing island popularity trends.
Input parameters
Unique identifier code of the island to query
Time interval for metrics aggregation (allowed: 'minute', 'hour', 'day')
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_METRICS_BY_INTERVALTool to retrieve usage metrics for a Fortnite island aggregated by interval. Use when analyzing island usage over time buckets.
Input parameters
Unique identifier code for the Fortnite island
End time for the metrics window (ISO8601 format, inclusive)
Time bucket interval for aggregating metrics
Start time for the metrics window (ISO8601 format, inclusive)
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_MINUTES_PLAYEDTool to retrieve total minutes played on an island during a given interval. Use after obtaining the island code to analyze player engagement metrics.
Input parameters
Unique island code identifier.
Reporting interval for metrics (e.g., '1d', '7d', '30d').
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_PEAK_CCUTool to retrieve peak concurrent users for an island. Use when you need to monitor the highest concurrent users over a specific interval.
Input parameters
Unique island code to retrieve metrics for
Time interval for the metrics (allowed: 'minute', 'hour', 'day')
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_PLAYSTool to retrieve the number of plays (session starts) for a Fortnite island. Use when you need play metrics for a specific island and time interval.
Input parameters
Fortnite island code (e.g., 'ABC123XYZ').
Time interval for metrics (e.g., '1d', '7d', '30d').
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_RECOMMENDATIONSTool to retrieve the count of player recommendations for an island. Use when you need recommendation metrics over a given interval.
Input parameters
Unique identifier for the island.
Time interval for metrics aggregation. Allowed values: 'minute', 'hour', 'day'.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_RETENTIONTool to retrieve day-over-day retention metrics for a Fortnite island. Use when analyzing retention performance by day (only supported for day interval).
Input parameters
Unique code of the Fortnite island
Aggregation interval for retention metrics; only 'day' is supported
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_ISLAND_UNIQUE_PLAYERSTool to retrieve the number of unique players who played an island over a specific interval. Use after obtaining the island code and desired interval.
Input parameters
Island code identifier
Metrics interval for aggregation (e.g., 'daily', 'weekly', 'monthly')
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_PRESETTool to get details for a specific Remote Control Preset by name. Use after listing or identifying available presets to fetch their configuration including groups, properties, and functions.
Input parameters
Optional HTTP headers to include in the request
Base URL for Remote Control HTTP API (e.g., 'http://127.0.0.1:30010')
Name of the Remote Control Preset to fetch
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_PRESET_METADATATool to retrieve all metadata entries associated with a preset. Use when you need to inspect metadata of a Remote Control Preset after confirming it exists.
Input parameters
Optional HTTP headers to include in the request
Base URL for Remote Control HTTP API (e.g., 'http://127.0.0.1:30010')
Name of the Remote Control Preset whose metadata to retrieve
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_PRESET_METADATA_KEYTool to read a single metadata key's value for a Remote Control Preset. Use when you need to fetch a specific metadata entry after listing presets.
Input parameters
Optional HTTP headers to include in the request
Base URL for Remote Control HTTP API (e.g., 'http://127.0.0.1:30010')
Name of the Remote Control Preset
Metadata key whose value to fetch
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_GET_PRESET_PROPERTYTool to read the value(s) of a property exposed through a Remote Control Preset. Use when you need to fetch the current state of a specific property from a preset.
Input parameters
Optional HTTP headers to include in the request
Optional override for the Remote Control HTTP API base URL (e.g., 'http://127.0.0.1:30010')
Name of a Remote Control Preset in your project
Name of the property exposed in the preset
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_LIST_BLUEPRINT_CALLABLE_FUNCTIONSTool to list blueprint-callable functions on a UObject. Use when you need to inspect available functions for automation or debugging.
Input parameters
Override the API endpoint path. Defaults to '/remote/object/functions'
Override HTTP headers to include in the request
Override the base URL for the Epic Games Remote Control API
Optional extra JSON fields to merge into the request payload. Useful for testing against echo services that return the posted JSON under a nested key.
Path of the UObject to list functions for
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_LIST_ISLANDSTool to list public discoverable Fortnite islands sorted by newest releases first. Use when browsing community-created islands.
Input parameters
Maximum number of items to return
Number of items to skip for pagination
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_OPTIONS_REMOTETool to perform a CORS preflight OPTIONS request to the Remote Control API. Use when verifying cross-origin HTTP request permissions before making other calls.
Input parameters
Endpoint path to preflight (defaults to '/remote'). May be overridden for testing (e.g., '/anything').
Optional headers for the preflight request (e.g., {'Origin': 'https://example.com', 'Access-Control-Request-Method': 'GET'}). If not provided, will use metadata headers or reasonable defaults.
Base URL for the Epic Games Remote Control API (e.g., 'http://127.0.0.1:30010' or any reachable host for testing). If not provided, will use metadata base_url.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_OBJECT_CALLTool to invoke a Blueprint-callable function on an in-memory UObject. Use after confirming the target object path and function name (e.g., call SetActorLocation to move an actor).
Input parameters
Optional endpoint path override (defaults to '/remote/object/call'). This enables testing against generic endpoints (e.g., '/put').
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url or sensible defaults.
Full path that uniquely identifies the target UObject in memory
Key/value map of function parameters; keys match parameter names. Missing keys use default values.
Exact name of the Blueprint-callable function to invoke on the UObject
If true, records the call in the Editor’s transaction (undo) history and replicates it in Multi-User sessions
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_OBJECT_DESCRIBETool to describe a UObject. Use when you need metadata of an object identified by its path. Example: Describe UObject with path '/Game/MyMap:PersistentLevel.MyActor'.
Input parameters
Optional endpoint path override (defaults to '/remote/object/describe'). This enables testing against generic endpoints (e.g., '/put').
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url or sensible defaults.
Path that uniquely identifies the UObject to describe. For example: '/Game/MyMap:PersistentLevel.MyActor'
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_OBJECT_EVENT_EXPERIMENTALTool to block until the next specified UObject event occurs. Use when you need to wait for a specific property-change event on a UObject before proceeding. Experimental: this route only returns after the event fires (requires WebControl.EnableExperimentalRoutes=1).
Input parameters
Optional endpoint path override (defaults to '/remote/object/event'). This enables testing against generic endpoints (e.g., '/put').
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url or sensible defaults.
Type of event to wait for. Must be one of 'ObjectPropertyChanged' or 'PreObjectPropertyChanged'.
Full path of the UObject to monitor, e.g., '/Game/Maps/ExampleMap.ExampleMap'.
Name of the property to watch for changes, e.g., 'StaticMesh'.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_OBJECT_PROPERTYTool to read or set a UObject's property values. Use when you need to inspect or modify one or more properties of a specified Unreal Engine UObject via Remote Control HTTP API.
Input parameters
Optional endpoint path override (defaults to '/remote/object/property'). This enables testing against generic endpoints (e.g., '/put').
Access mode: READ_ACCESS to fetch property values; WRITE_ACCESS to set values; WRITE_TRANSACTION_ACCESS to set values with undo and replication.
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url or sensible defaults.
Path that uniquely identifies the UObject to access, e.g., '/Game/Maps/MainMap.MainMap:PersistentLevel.MyActor'.
Name of the property to read or modify. If omitted when access is READ_ACCESS, all readable properties are returned.
Mapping of property names to new values. Required for WRITE_ACCESS and WRITE_TRANSACTION_ACCESS.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_OBJECT_THUMBNAILTool to fetch the Content Browser thumbnail image for a specified asset. Use when you need a preview of the asset's thumbnail.
Input parameters
Optional endpoint path override (defaults to '/remote/object/thumbnail'). This enables testing against generic endpoints (e.g., '/anything' on httpbin).
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url.
UObject path of the asset to fetch the thumbnail for. Example: '/Game/Mannequin/Animations/ThirdPersonJump_Start.ThirdPersonJump_Start'
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_PRESET_FUNCTIONTool to invoke a function in a Remote Control Preset. Use after locating the preset and function name.
Input parameters
Optional endpoint path override. Defaults to the Remote Control path '/remote/preset/{presetName}/function/{functionName}'. Can be set to '/put' to test against generic endpoints like httpbin.
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url or default to https://httpbin.org for testing.
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
Key-value map of input parameters for the function call; keys are exact parameter names. Values may be primitive types or nested objects for struct parameters.
Name of the Remote Control Preset to invoke the function on
Name of the function exposed by the preset to invoke
Whether to record the call as an editor transaction (undoable; replicated in Multi-User).
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_PRESET_METADATA_KEYTool to create or update a metadata key on a Remote Control Preset. Use when you need to set or modify metadata value for a preset.
Input parameters
The value to assign to the metadata key.
Optional headers for the request (e.g., Authorization). If not provided, uses connection metadata headers or empty dict.
Optional override for the Remote Control API base URL. If not provided, will use connection metadata base_url, or fall back to https://httpbin.org/anything for testing.
Name of the Remote Control Preset to target.
Metadata key to create or update on the preset.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_PRESET_PROPERTYTool to update a property exposed through a Remote Control Preset. Use when you need to change the value of a preset’s property after inspecting its metadata.
Input parameters
Optional HTTP headers to include in the request
Optional override for Remote Control HTTP API base URL (e.g., 'http://127.0.0.1:30010')
Name of a Remote Control Preset in your project
Name of the property exposed in the preset
New value payload matching the property's type; shape varies by property
Optional flag to record this change as a transaction (undo history)
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_REMOTE_BATCHTool to batch multiple Remote Control API calls into a single request. Use when needing to reduce round-trip latency by grouping several API calls into one batch.
Input parameters
Optional endpoint path override (defaults to '/remote/batch'). This enables testing against generic endpoints (e.g., '/put' or '/anything').
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
List of requests to execute in order
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url or sensible defaults.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
EPIC_GAMES_PUT_REMOTE_CONTROL_SESSIONTool to initiate a Remote Control session. Use when asset operations require an active session before other /remote calls.
Input parameters
Optional endpoint path override (defaults to '/remote/session'). This enables testing against generic endpoints (e.g., '/put').
Optional HTTP headers for the request. If not provided, will use metadata headers or empty headers.
Optional base URL override for the Remote Control API (e.g., 'http://127.0.0.1:30010' or 'https://httpbin.org'). If not provided, will use metadata base_url or sensible defaults.
Optional name for the session. If omitted, the server assigns a default name.
Output
Data from the action execution
Error if any occurred during the execution of the action
Whether or not the action execution was successful or not
No publicly available marketplace agent is found using this tool yet. There are 39 agents privately built on Nagent that already use Epic Games.
Build on Nagent
Connect Epic Games to any Nagent agent in minutes — no API key management, no boilerplate. Just configure and deploy.
The five questions agent builders ask before adopting a new integration.
Open the External Integrations panel inside Nagent (app.nagent.ai/externalIntegration), find Epic Games, and click "Connect Now." You'll authenticate with OAuth — Nagent handles credential storage and refresh automatically. Once connected, Epic Games is available to any agent in your workspace.
No. Nagent provides no-code integration for every tool. Once Epic Games is connected, you configure its 28 actions directly in the agent builder UI — no API calls, no boilerplate, no schema management.
Helix — Nagent's agentic agent builder — lets you drop Epic Games steps into any workflow visually. Pick an action (e.g., one of those listed above), fill in the inputs (Helix knows the required vs. optional schema for each parameter), and connect it to upstream/downstream steps. Triggers run as the entry point of an agent, so when a Epic Games event fires, the agent kicks off automatically.
Every Epic Games action and trigger ships with a fully-typed schema — input parameters with name, type, required flag, and description, plus the output payload shape. The schemas are documented in the sections above. Helix uses these schemas to validate your configuration at build time and to type-check the data flowing between steps.
Yes. While Epic Games ships with 28 pre-built gaming actions, you can layer custom logic around them inside Helix — pre/post-processing steps, conditional branches, retries, or stitching Epic Games together with other connected tools. For deeper customization, talk to our team about Nagent's Agentic AI Lab — forward-deployed engineers who build Epic Games-based workflows tailored to your business.