Agent skill

Unreal Material and VFX Workflow

by flopperam in flopperam/unreal-engine-mcp

Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.

No licenceAuto-check passedGame Development

Install Unreal Material and VFX Workflow

skills CLI
$ npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install flopperam/unreal-engine-mcp material-vfx --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/material-vfx .claude/skills/material-vfx && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
material-vfx
GitHub stars
1.1k
Token cost
~927 tokens
SKILL.md length
352 words
Files
1
Skills in repo
4
Repo updated
First seen
Licence
None found

At a glance

Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.

  • Works in 6 steps: search_assets with… → material_edit with create_material —… → material_edit — create parameters… → …
  • Creating or editing a material in Unreal Engine through its MCP
  • SKILL.md covers Materials, Niagara VFX, Chaos Destruction and Curve Assets, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

This skill requires running material_inspect before editing an existing material to see its expression graph, connections, and parent chain, then follows a fixed material_edit sequence: find textures, create the base material, add parameters and expressions, wire them to properties like BaseColor and Roughness, recompile, and verify with another inspect call. It also covers Material Instances that override parameters without recompiling the parent, reusable Material Functions, and global Material Parameter Collections.

For Niagara, niagara_inspect reads a system's emitters and parameters before niagara_edit or niagara_script_edit changes them, and a system can be spawned in Blueprints with SpawnSystemAtLocation. Chaos destruction goes through chaos_edit for fracturing, clustering, and damage thresholds on Geometry Collections, and curve assets come from a dedicated ramp-authoring tool.

When your agent uses it

  • Creating or editing a material in Unreal Engine through its MCP
  • Building a Niagara particle system or custom particle behavior
  • Setting up Chaos destruction fracturing and damage thresholds

Example prompts

  • “Create a new material with a Fresnel-based emissive edge.”
  • “Build a Niagara system for a torch flame effect.”
  • “Set up Chaos destruction for this wall with three damage thresholds.”

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. search_assets with class_names=["Texture2D"] — find textures
  2. material_edit with create_material — create base material
  3. material_edit — create parameters (scalar, vector, texture) and expressions
  4. material_edit — wire expressions to material properties (BaseColor, Roughness, Metallic, Normal, Emissive, etc.)
  5. material_edit with recompile_material — compile
  6. material_inspect — verify graph, connections, parameter setup

What it can do on your machine

Read from SKILL.md and the folder at commit b1b495b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unreal Material and VFX Workflow loads about 927 tokens when it runs. Until then it costs about 76 tokens; SKILL.md has 352 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~76
When it runs · the whole SKILL.md, loaded when a task matches
~927

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

Without a licence we can't republish the file, so here is its outline and opening line. It has 352 words (~927 tokens).

“Always run material_inspect before editing an existing material to understand:”

— opening of SKILL.md by flopperam
name
material-vfx

Read the full SKILL.md on GitHub

Files

Just SKILL.md in skills/material-vfx of flopperam/unreal-engine-mcp.

Open the folder on GitHubat commit b1b495b

Compare with similar skills

Unreal Material and VFX Workflow next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unreal Material and VFX Workflow compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Material and VFX Workflow this skillflopperam/unreal-engine-mcp1.1k—~927Automated safety check: PassNone
UMG Material MCPwinyunq/UnrealMotionGraphicsMCP207—~913Automated safety check: PassMIT
Fmodel Unpackpa001024/dna-builder134—~2.6kAutomated safety check: PassMIT
UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP207—~2.6kAutomated safety check: PassMIT
Unreal Asset Import and Exportkevinpbuckley/VibeUE717—~6.5kAutomated safety check: PassMIT
Assets Shader List AllIvanMurzak/Unity-MCP4.4k—~435Automated safety check: PassApache-2.0

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Questions about Unreal Material and VFX Workflow

What does Unreal Material and VFX Workflow do?

Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps. This skill requires running material_inspect before editing an existing material to see its expression graph, connections, and parent chain, then follows a fixed material_edit sequence: find textures, create the base material, add parameters and expressions, wire them to properties like BaseColor and Roughness, recompile, and verify with another inspect call. It also covers Material Instances that override parameters without recompiling the parent, reusable Material Functions, and global Material Parameter Collections.

When should I use Unreal Material and VFX Workflow?

Unreal Material and VFX Workflow fits situations like: creating or editing a material in Unreal Engine through its MCP; building a Niagara particle system or custom particle behavior; setting up Chaos destruction fracturing and damage thresholds.

How do I install Unreal Material and VFX Workflow in Claude Code?

Run `npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a claude-code`. Or copy the skill folder (skills/material-vfx in flopperam/unreal-engine-mcp) into .claude/skills/material-vfx in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Material and VFX Workflow in Codex?

Run `npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a codex`. Or copy the skill folder (skills/material-vfx in flopperam/unreal-engine-mcp) into .agents/skills/material-vfx in your project. Codex loads it when a task matches its description.

Can I use Unreal Material and VFX Workflow in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/material-vfx, .gemini/skills/material-vfx, .github/skills/material-vfx and .opencode/skills/material-vfx in your project.

What does Unreal Material and VFX Workflow need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Material and VFX Workflow is instructions for the agent only.

Does Unreal Material and VFX Workflow access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unreal Material and VFX Workflow safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unreal Material and VFX Workflow use?

No licence was found for Unreal Material and VFX Workflow or its repository. Without one, default copyright applies: ask the author before reusing or redistributing it.

How many tokens does Unreal Material and VFX Workflow use?

About 927 tokens (SKILL.md is roughly 3.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unreal Material and VFX Workflow?

Skills that share tags, products or a category with Unreal Material and VFX Workflow: UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 207 stars), Fmodel Unpack (pa001024/dna-builder, 134 stars), UMG MCP Authoring (winyunq/UnrealMotionGraphicsMCP, 207 stars) and Unreal Asset Import and Export (kevinpbuckley/VibeUE, 717 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Material and VFX Workflow?

flopperam (a GitHub organization) maintains it in flopperam/unreal-engine-mcp, which has 1,091 GitHub stars. The repository holds 4 skills in this directory. The repository was last updated on June 26, 2026.

Source: flopperam/unreal-engine-mcp on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.