UMG Material MCP
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
$ npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install flopperam/unreal-engine-mcp material-vfx --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "material-vfx" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/material-vfx into .claude/skills/material-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-vfx", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/material-vfxType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install flopperam/unreal-engine-mcp material-vfx --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/material-vfx .agents/skills/material-vfx && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "material-vfx" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/material-vfx into .agents/skills/material-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-vfx", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install flopperam/unreal-engine-mcp material-vfx --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/material-vfx .cursor/skills/material-vfx && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "material-vfx" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/material-vfx into .cursor/skills/material-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-vfx", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/flopperam/unreal-engine-mcp.git --path skills/material-vfx--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install flopperam/unreal-engine-mcp material-vfx --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/material-vfx .gemini/skills/material-vfx && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "material-vfx" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/material-vfx into .gemini/skills/material-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-vfx", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install flopperam/unreal-engine-mcp material-vfxInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/material-vfx .github/skills/material-vfx && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "material-vfx" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/material-vfx into .github/skills/material-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-vfx", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add flopperam/unreal-engine-mcp --skill material-vfx -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install flopperam/unreal-engine-mcp material-vfx --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/material-vfx .opencode/skills/material-vfx && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "material-vfx" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/material-vfx into .opencode/skills/material-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-vfx", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
material-vfxWalks 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.
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.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit b1b495b. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
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:”
Just SKILL.md in skills/material-vfx of flopperam/unreal-engine-mcp.
Open the folder on GitHubat commit b1b495b
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Material and VFX Workflow this skillflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 207 | — | ~913 | Automated safety check: Pass | MIT | |
| Fmodel Unpackpa001024/dna-builder | 134 | — | ~2.6k | Automated safety check: Pass | MIT | |
| UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP | 207 | — | ~2.6k | Automated safety check: Pass | MIT | |
| Unreal Asset Import and Exportkevinpbuckley/VibeUE | 717 | — | ~6.5k | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 |
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
pa001024/dna-builder
This skill documents how to use the fmodel-mcp toolkit (a CUE4Parse-based .NET CLI plus a thin Python MCP server) to inspect and export Unreal Engine game assets — pak files, textures, meshes…
winyunq/UnrealMotionGraphicsMCP
Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
instruktlabs/kiln
Refine an existing Kiln asset through bounded source reads, exact revision edits, and targeted image feedback.
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
flopperam/unreal-engine-mcp
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
flopperam/unreal-engine-mcp
Maps the tools of the Flopperam Unreal Engine MCP server and how to choose among them when working with a live Unreal Editor.
Works with
Categories
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.
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.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Unreal Material and VFX Workflow is instructions for the agent only.
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.
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.
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.
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.
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.
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.