Agent skill

Unreal Scene Building

by flopperam in 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.

No licenceAuto-check passedGame Development

Install Unreal Scene Building

skills CLI
$ npx skills add flopperam/unreal-engine-mcp --skill scene-building -a claude-code

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

GitHub CLI
$ gh skill install flopperam/unreal-engine-mcp scene-building --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/scene-building .claude/skills/scene-building && 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
scene-building
GitHub stars
1.1k
Token cost
~1.4k tokens
SKILL.md length
557 words
Files
1
Skills in repo
4
Repo updated
First seen
Licence
None found

At a glance

Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.

  • Works in 3 steps: Observe — scene_brief for level… → Execute — scene_compose for batch… → Verify — scene_query with spatial…
  • Placing and arranging many actors in an Unreal level in one pass
  • SKILL.md covers Core Pattern: Observe →…, Scene Queries & Placement, Landscape & Terrain and Foliage, plus 10 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • 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

Example prompts

  • “Give me a scene brief of the current level, then scatter foliage across the northern slope.”
  • “Sculpt a plateau and two craters in the landscape, inspecting the terrain first.”
  • “Place twenty street lamps along this road with scene_compose and verify their positions.”
  • “Set up an AI character that patrols the arena.”

Requirements

  • An Unreal Engine project connected to the Flopperam MCP

Workflow steps

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

  1. Observe — scene_brief for level overview, scene_query for specific actors, search_assets for meshes/materials
  2. Execute — scene_compose for batch placement, domain tools for specific systems
  3. Verify — scene_query with spatial filters to confirm, pie_test_scene for runtime behavior

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 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.

Always · name and description, kept in context so the agent knows when to use it
~84
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k

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 557 words (~1,410 tokens).

“Scene tools work on actors (placed instances). search_assets works on assets (reusable files). Never confuse the two.”

— opening of SKILL.md by flopperam
name
scene-building

Read the full SKILL.md on GitHub

Files

Just SKILL.md in skills/scene-building of flopperam/unreal-engine-mcp.

Open the folder on GitHubat commit b1b495b

Compare with similar skills

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.

Unreal Scene Building compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Scene Building this skillflopperam/unreal-engine-mcp1.1k—~1.4kAutomated safety check: PassNone
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin327—~1.8kAutomated safety check: PassMIT
Vibeuekevinpbuckley/VibeUE724—~5.2kAutomated safety check: PassMIT
Unreal MCPLuciole-Studio/Misaka-Agent1391 repos~3.5kAutomated safety check: PassMIT
UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP208—~2.6kAutomated safety check: PassMIT
MCP DriverRandallLiuXin/GodotMaker5491 repos~1.1kAutomated safety check: PassCustom licence

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Questions about Unreal Scene Building

What does Unreal Scene Building do?

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.

When should I use Unreal Scene Building?

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.

How do I install Unreal Scene Building in Claude Code?

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.

How do I install Unreal Scene Building in Codex?

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.

Can I use Unreal Scene Building 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 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.

What does Unreal Scene Building need to run?

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.

Does Unreal Scene Building 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 Scene Building 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 Scene Building use?

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

How many tokens does Unreal Scene Building use?

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.

What are the alternatives to Unreal Scene Building?

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.

Who maintains Unreal Scene Building?

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.