Unreal Engine MCP
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
$ npx skills add flopperam/unreal-engine-mcp --skill scene-building -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install flopperam/unreal-engine-mcp scene-building --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/scene-building .claude/skills/scene-building && 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 "scene-building" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/scene-building into .claude/skills/scene-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scene-building", 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/scene-buildingType 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 scene-building -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install flopperam/unreal-engine-mcp scene-building --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/scene-building .agents/skills/scene-building && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scene-building" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/scene-building into .agents/skills/scene-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scene-building", 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 scene-building -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install flopperam/unreal-engine-mcp scene-building --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/scene-building .cursor/skills/scene-building && 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 "scene-building" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/scene-building into .cursor/skills/scene-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scene-building", 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/scene-building--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 scene-building -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install flopperam/unreal-engine-mcp scene-building --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/scene-building .gemini/skills/scene-building && 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 "scene-building" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/scene-building into .gemini/skills/scene-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scene-building", 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 scene-buildingInstalls 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 scene-building -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/scene-building .github/skills/scene-building && 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 "scene-building" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/scene-building into .github/skills/scene-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scene-building", 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 scene-building -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 scene-building --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/scene-building .opencode/skills/scene-building && 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 "scene-building" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/scene-building into .opencode/skills/scene-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scene-building", 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.
scene-buildingGuides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
The skill's working pattern is observe, execute, verify. To observe, scene_brief gives a compact level overview, scene_query finds actors by class, label, tag or folder with spatial filters, and search_assets searches the Content Browser, returning asset paths rather than actor labels. To execute, scene_compose spawns, modifies or deletes actors in batches from prefabs and patterns and is preferred over looping single writes. To verify, scene_query with spatial filters confirms placement and pie_test_scene checks runtime behavior.
Domain tools follow the same habit of inspecting before editing. landscape_inspect reads height, slope and flat areas before landscape_edit creates or resizes terrain, sculpts it, adds mountains, valleys, craters, plateaus or terraces, paints layers and imports or exports heightmaps. foliage_inspect and foliage_edit manage foliage types and scatter, and material_inspect comes before material_edit. The description also names AI character setup, cinematics and Level Sequences, and Niagara and Chaos effects appear in the material that follows.
3 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 Scene Building loads about 1.4k tokens when it runs. Until then it costs about 84 tokens; SKILL.md has 557 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 557 words (~1,410 tokens).
“Scene tools work on actors (placed instances). search_assets works on assets (reusable files). Never confuse the two.”
Just SKILL.md in skills/scene-building of flopperam/unreal-engine-mcp.
Open the folder on GitHubat commit b1b495b
Unreal Scene Building 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 Scene Building this skillflopperam/unreal-engine-mcp | 1.1k | — | ~1.4k | Automated safety check: Pass | None | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 327 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Vibeuekevinpbuckley/VibeUE | 724 | — | ~5.2k | Automated safety check: Pass | MIT | |
| Unreal MCPLuciole-Studio/Misaka-Agent | 139 | 1 repos | ~3.5k | Automated safety check: Pass | MIT | |
| UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP | 208 | — | ~2.6k | Automated safety check: Pass | MIT | |
| MCP DriverRandallLiuXin/GodotMaker | 549 | 1 repos | ~1.1k | Automated safety check: Pass | Custom licence |
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
kevinpbuckley/VibeUE
Unreal Engine 5 development using the VibeUE Python API. An agent skill from kevinpbuckley/VibeUE.
Luciole-Studio/Misaka-Agent
Automate Unreal Engine editor scenes, actors, and renders. An agent skill from Luciole-Studio/Misaka-Agent.
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.
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-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.
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
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
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
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level. The skill's working pattern is observe, execute, verify. To observe, scene_brief gives a compact level overview, scene_query finds actors by class, label, tag or folder with spatial filters, and search_assets searches the Content Browser, returning asset paths rather than actor labels.
Unreal Scene Building fits situations like: placing and arranging many actors in an Unreal level in one pass; sculpting terrain and scattering foliage on a landscape; creating or inspecting materials before editing them; confirming a level's contents and runtime behavior after changes.
Run `npx skills add flopperam/unreal-engine-mcp --skill scene-building -a claude-code`. Or copy the skill folder (skills/scene-building in flopperam/unreal-engine-mcp) into .claude/skills/scene-building in your project. Claude Code loads it when a task matches its description.
Run `npx skills add flopperam/unreal-engine-mcp --skill scene-building -a codex`. Or copy the skill folder (skills/scene-building in flopperam/unreal-engine-mcp) into .agents/skills/scene-building 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 scene-building -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scene-building, .gemini/skills/scene-building, .github/skills/scene-building and .opencode/skills/scene-building in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Scene Building is instructions for the agent only. Our summary lists: An Unreal Engine project connected to the Flopperam MCP.
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 Scene Building or its repository. Without one, default copyright applies: ask the author before reusing or redistributing it.
About 1.4k tokens (SKILL.md is roughly 5.6k 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 Scene Building: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 327 stars), Vibeue (kevinpbuckley/VibeUE, 724 stars), Unreal MCP (Luciole-Studio/Misaka-Agent, 139 stars) and UMG MCP Authoring (winyunq/UnrealMotionGraphicsMCP, 208 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.