Agent skill

Unreal MCP

by Luciole-Studio in Luciole-Studio/Misaka-Agent

Automate Unreal Engine editor scenes, actors, and renders. An agent skill from Luciole-Studio/Misaka-Agent.

MITAuto-check passedGame Development

Install Unreal MCP

skills CLI
$ npx skills add Luciole-Studio/Misaka-Agent --skill unreal-mcp -a claude-code

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

GitHub CLI
$ gh skill install Luciole-Studio/Misaka-Agent unreal-mcp --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/Luciole-Studio/Misaka-Agent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/misaka/core/skills/assets/optional/creative/unreal-mcp .claude/skills/unreal-mcp && 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
unreal-mcp
GitHub stars
171
Used in
1 other repo
Token cost
~3.5k tokens
SKILL.md length
1,741 words
Files
6 (incl. references)
Skills in repo
77
Repo updated
First seen
Licence
MIT

At a glance

Automate Unreal Engine editor scenes, actors, and renders. An agent skill from Luciole-Studio/Misaka-Agent.

  • Works in 4 steps: Unreal Editor 5.8+ with a project open.… → Edit > Plugins — enable Unreal MCP (its… → The typed toolsets ship separately from… → …
  • Tasks that involve Game development
  • SKILL.md covers When to Use, Prerequisites, The Tool Surface: Discovery,… and Operating Loop, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal MCP is an agent skill from Luciole-Studio/Misaka-Agent. Automate Unreal Engine editor scenes, actors, and renders.

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `references/advanced-workflows.md`, `references/pitfalls.md` and `references/recipes.md`).

It sits in Game Development, covering Game development and MCP servers. It works with Model Context Protocol and Unreal Engine. The repository describes itself as: A multi-agent research system for the humanities and social sciences. The licence is MIT.

When your agent uses it

  • Tasks that involve Game development
  • Tasks that involve MCP servers

Example prompts

  • “/unreal-mcp”

Workflow steps

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

  1. Unreal Editor 5.8+ with a project open. (macOS: full Xcode must be
  2. Edit > Plugins — enable Unreal MCP (its Toolset Registry
  3. The typed toolsets ship separately from the server: also enable the
  4. Edit > Editor Preferences > General > Model Context Protocol — enable

What it can do on your machine

Read from SKILL.md and the folder at commit 3bcf7a3. 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 MCP loads about 3.5k tokens when it runs, and up to ~22k if it reads all its reference files. Until then it costs about 17 tokens; SKILL.md has 1,741 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~17
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~22k

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

The full file from Luciole-Studio/Misaka-Agent at commit 3bcf7a3, republished under its MIT licence (© Luciole-Studio). 1,741 words, ~3,456 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-mcp/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
unreal-mcp
description
Automate Unreal Engine editor scenes, actors, and renders.
version
1.0.0
requires
Unreal Editor 5.8+ with the Unreal MCP plugin enabled and its server running
author
Hermes Agent
license
MIT
tags
unreal, unreal-engine, ue5, 3d, mcp, scenes, cinematics, lighting, gamedev
platforms
linux, macos, windows

Unreal Engine MCP Skill

Companion skill for the unreal-engine entry in the Hermes MCP catalog. The MCP server (Epic's official, experimental "Unreal MCP" plugin, internal id ModelContextProtocol) runs INSIDE the Unreal Editor process and exposes editor functionality as typed tools. This skill teaches how to drive it well: discovering the live tool surface, sequencing calls safely, translating plain-English asks into scenes that actually look good, and verifying work visually. The user should never need to touch the editor beyond launching it.

When to Use

Use when the user wants anything done in Unreal Engine: build or dress a level, spawn/move/delete actors, set up lighting and atmosphere, create or tune material instances, frame a camera shot, capture screenshots or renders, import assets, inspect the scene or UI, run automation tests, or script the editor. Works for single actions ("make the sun golden hour") and for complete multi-step projects ("build me a moody forest clearing with a campfire and render a shot of it").

Don't use for: DCC-style mesh modeling/sculpting (model in Blender and import the result), or for editing Unreal C++ project source (that's normal code work — use the terminal; this skill is about the live editor).

Prerequisites

Two halves, in this order: the editor side must be up before Hermes connects.

One-time, editor side
  1. Unreal Editor 5.8+ with a project open. (macOS: full Xcode must be installed and its license accepted — the editor exits on first launch without it; see pitfalls.)
  2. Edit > Plugins — enable Unreal MCP (its Toolset Registry dependency auto-enables). Restart the editor when prompted.
  3. The typed toolsets ship separately from the server: also enable the AllToolsets plugin in the same Plugins browser. Unreal MCP ships NO tools itself — AllToolsets provides the shipped toolsets (SceneTools, ActorTools, MaterialInstanceTools, ObjectTools, …); skip it and the server connects but the agent has nothing to call.
  4. Edit > Editor Preferences > General > Model Context Protocol — enable Auto Start Server. Default bind is http://127.0.0.1:8000/mcp (port/path configurable in the same panel; server name is unreal-mcp). To start manually instead, run ModelContextProtocol.StartServer in the editor console (backtick key).
One-time, Hermes side
hermes mcp install unreal-engine

This writes the mcp_servers.unreal-engine HTTP entry pointing at http://127.0.0.1:8000/mcp and probes the live server for its tools. Run it while the editor + server are up so the probe sees the real surface. If the user changed port/path in Editor Preferences, edit the url in ~/.hermes/config.yaml under mcp_servers.unreal-engine to match.

Do NOT use ModelContextProtocol.GenerateClientConfig for Hermes — that writes .mcp.json-style files for Claude Code/Cursor/etc. Hermes connects from config.yaml via the catalog entry.

Every session
  1. Launch Unreal Editor, wait for the project to finish loading; confirm the server started (Output Log shows the bind address, or run ModelContextProtocol.StartServer manually).
  2. Start the Hermes session. Tools register as mcp_unreal_engine_*. If they're missing: editor wasn't up first — start it, then open a new Hermes session.
  3. Sanity check: call mcp_unreal_engine_list_toolsets and confirm toolsets come back.

The Tool Surface: Discovery, Not a Fixed List

By default the plugin runs in tool-search mode: tools/list returns only three meta-tools, and every real tool is reached through them. Through Hermes they appear as:

Hermes toolPurpose
mcp_unreal_engine_list_toolsetsNames + descriptions of every registered toolset
mcp_unreal_engine_describe_toolsetFull JSON schemas for one named toolset's tools
mcp_unreal_engine_call_toolInvoke a named tool with arguments, get the result

The discovery walk, always in this order:

  1. list_toolsets → see what capability groups this project actually has (the surface is project-dependent: enabled plugins, Game Feature Plugins, and any custom toolsets all contribute). Names come back FULLY QUALIFIED (editor_toolset.toolsets.scene.SceneTools, EditorToolset.EditorAppToolset) — use them verbatim as toolset_name.
  2. describe_toolset on the group you need → read the real parameter schemas. Never guess parameter names — schemas are the contract.
  3. call_tool with the qualified toolset name, the SHORT tool name (find_actors, not the dotted form), and arguments matching the schema.

Cache what you learn for the session; re-list only after the editor side changes (new plugin enabled, toolset authored, RefreshTools run).

The alternative eager mode (Enable Tool Search off in Editor Preferences) advertises every tool as its own mcp_unreal_engine_<tool> entry. Discovery then happens at hermes mcp install/configure time instead. Tool-search mode is the default and what this skill assumes; it also keeps schema tokens out of every API call, so prefer it.

See references/tool-surface.md for the shipped toolset catalog, authoring custom toolsets, and the full plugin configuration/console-command reference.

Operating Loop

Every Unreal task follows the same loop:

  1. Inspect first. List toolsets, then query the scene/level state before touching anything. Never assume an empty or default level. In an unfamiliar project, also check for project-registered Agent Skills (call_tool → AgentSkillToolset.ListSkills): a matching project skill's instructions override this skill's generic defaults.
  2. Act in small, single-purpose calls. One logical step per call_tool. The server executes tools serially on the game thread — a big monolithic operation freezes the editor UI until it finishes and risks client timeouts. Exception: for loops over 5+ homogeneous operations, ONE ProgrammaticToolset.execute_tool_script call batches them server-side without breaking the serial rule (references/advanced-workflows.md).
  3. NEVER issue overlapping calls. Do not batch multiple mcp_unreal_engine_* calls in one turn — Hermes runs batched calls concurrently, and parallel calls against the game thread deadlock or fail. Strictly one call, await result, next call. This overrides the general parallel-tool-calls guidance.
  4. Read every result. Many tools (Blueprint compiles, material edits, widget creation) report success/failure in the response body with no protocol-level exception. Anything that isn't an explicit success is a stop-and-diagnose, not a shrug. After property writes, read the value back — several write paths silently no-op (see pitfalls).
  5. Verify visually and structurally. After each milestone, confirm state by querying the actors/properties you changed, and capture a viewport screenshot when composition matters (see references/tool-surface.md for the capture options; vision_analyze the image — you are the art director, judge it).
  6. Save often. Editor edits are in-memory until packages/levels are saved; an editor crash loses everything since the last save, and MCP edits are not reliably undoable. Save before AND after any bulk change, and after every milestone.
  7. Report concretely. Actor labels, asset paths (/Game/...), file locations of captures/renders.

Rules of the world while you work:

  • Units are centimeters; axes are Z-up, X-forward; rotations are degrees (Rotator: Roll around X, Pitch around Y, Yaw around Z). Human eye height ≈ 165 cm; a door ≈ 210×90 cm. Full tables in references/scene-craft.md.
  • Content paths use long package names: /Game/Folder/Asset.Asset for project content, /Engine/BasicShapes/Cube.Cube for engine primitives.
  • Actor labels (what you see in the Outliner, settable, non-unique) are not actor names (internal, unique). Prefer resolving actors by label/class queries, then hold on to whatever handle the tool returns.
  • Prefer physically-plausible lighting values (lux/candela/Kelvin) over arbitrary brightness numbers — but FIRST read the existing sun's intensity to learn the scene's calibration convention; template worlds are often calibrated around intensity: 10, and physical values blow them out (references/scene-craft.md has the numbers, references/pitfalls.md #12b has the calibration rule).
Show full SKILL.md (608 more words)Show less

From Plain English to a Scene

The user gives intent, not specs. Translate before you build:

  1. Extract the brief. Subject, mood, time of day, interior/exterior, style, deliverable (screenshot? render? playable level?). Ask at most one round of clarifying questions, then commit — you are the technical director; don't bounce Unreal jargon back at the user.
  2. Plan the build order. The order that works: level/environment shell → blocking (major geometry/meshes in place) → lighting + atmosphere → materials → set dressing/detail → camera → capture/render. Post the plan as a todo list for multi-step builds.
  3. Build with the loop above, one milestone at a time, screenshot at each milestone.
  4. Art-direct yourself. Compare each screenshot against the brief: readable silhouette? believable light direction/intensity? horizon not dead-center? scale correct against a human-height reference? Fix before moving on.
  5. Deliver. Screenshots/renders as files (MEDIA: path), plus a short summary of what exists in the level and where it was saved.

references/recipes.md has complete worked builds (exterior daylight scene, moody interior, golden-hour cinematic + render, asset import & placement) with the exact call sequences and values.

Reference Files

Load on demand; keep SKILL.md-level rules in mind throughout.

ReferenceContents
references/tool-surface.mdShipped toolsets catalog, discovery protocol detail, plugin console commands/CVars/flags, screenshot & capture paths, MCP Inspector debugging, extending with custom Python/C++ toolsets
references/advanced-workflows.mdSophisticated workflows, live-verified: ProgrammaticToolset batching, Blueprint DSL authoring loop (create→DSL→compile→spawn), PIE test sessions, Sequencer orientation (140 tools), LogsToolset self-debugging, automation testing, semantic asset search, config settings, per-situation decision table
references/scene-craft.mdNumeric cheat sheet: physical light intensities, color temperatures, exposure/EV100, fog densities, mood recipes (noon/golden hour/overcast/night/interior), scale tables, content path conventions
references/recipes.mdEnd-to-end worked builds with exact call sequences
references/pitfalls.mdSetup, runtime, and workflow pitfalls with fixes — read before your first session and whenever something misbehaves

Pitfalls (top of mind — full list in references/pitfalls.md)

  • Start order matters. Editor + server up first, then the Hermes session. Missing mcp_unreal_engine_* tools = wrong order.
  • One call at a time. Serial game thread; no batching, no overlap.
  • The editor UI freezes during each call. That's by design (game-thread execution). Warn the user during long operations; keep calls small.
  • Modal dialogs block everything. A tool call that opens (or collides with) a modal editor dialog stalls until a human dismisses it. If a call hangs indefinitely, tell the user to check the editor for a dialog.
  • Timeouts on long operations. Hermes' per-call default is 120 s; asset imports, big level saves, and renders can exceed it. Raise mcp_servers.unreal-engine.timeout in ~/.hermes/config.yaml for render/import-heavy sessions.
  • Stale tool schemas. After authoring/hot-reloading toolsets or enabling a plugin, run ModelContextProtocol.RefreshTools in the editor console and re-list_toolsets. New C++ UFUNCTIONs need a full editor restart — Live Coding won't surface them.
  • Experimental plugin. APIs and tool shapes can change between engine versions; trust describe_toolset over memory, including this skill's examples. When docs and the live schema disagree, the live schema wins.
  • Don't expose the server beyond localhost. Loopback-only, no auth, by design. Never suggest binding it wider.
  • Licensing note. The server logs on start: data transmitted via the plugin to a connected LLM service is Licensed Technology under the UE EULA (§6(e)) — the user is responsible for ensuring their LLM provider doesn't train on it. Surface this if the user asks about data handling.

Verification Checklist

  • list_toolsets returns toolsets at session start (connection healthy)
  • Scene state queried before first edit (never assumed empty)
  • After each milestone: changed actors/properties re-queried and a screenshot reviewed against the brief
  • Level/dirty packages saved after each milestone and at the end
  • Deliverables exist on disk (screenshot/render paths confirmed) and are reported to the user with absolute paths
  • Editor left in a clean state: no pending modal, no unsaved surprise, user told exactly what was created/changed and where

© Luciole-Studio, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in misaka/core/skills/assets/optional/creative/unreal-mcp of Luciole-Studio/Misaka-Agent.

  • SKILL.md
  • references/advanced-workflows.md
  • references/pitfalls.md
  • references/recipes.md
  • references/scene-craft.md
  • references/tool-surface.md

Open the folder on GitHubat commit 3bcf7a3

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in Luciole-Studio/Misaka-Agent, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Unreal MCP 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 MCP compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal MCP this skillLuciole-Studio/Misaka-Agent1711 repos~3.5kAutomated safety check: PassMIT
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin338—~1.8kAutomated safety check: PassMIT
Unreal Scene Buildingflopperam/unreal-engine-mcp1.1k—~1.4kAutomated safety check: PassNone
Unreal Engine MCP Overviewflopperam/unreal-engine-mcp1.1k—~1.7kAutomated safety check: PassNone
Vibeuekevinpbuckley/VibeUE730—~5.2kAutomated safety check: PassMIT

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Questions about Unreal MCP

What does Unreal MCP do?

Automate Unreal Engine editor scenes, actors, and renders. An agent skill from Luciole-Studio/Misaka-Agent. Unreal MCP is an agent skill from Luciole-Studio/Misaka-Agent. Automate Unreal Engine editor scenes, actors, and renders.

When should I use Unreal MCP?

Unreal MCP fits situations like: tasks that involve Game development; tasks that involve MCP servers.

How do I install Unreal MCP in Claude Code?

Run `npx skills add Luciole-Studio/Misaka-Agent --skill unreal-mcp -a claude-code`. Or copy the skill folder (misaka/core/skills/assets/optional/creative/unreal-mcp in Luciole-Studio/Misaka-Agent) into .claude/skills/unreal-mcp in your project. Claude Code loads it when a task matches its description.

How do I install Unreal MCP in Codex?

Run `npx skills add Luciole-Studio/Misaka-Agent --skill unreal-mcp -a codex`. Or copy the skill folder (misaka/core/skills/assets/optional/creative/unreal-mcp in Luciole-Studio/Misaka-Agent) into .agents/skills/unreal-mcp in your project. Codex loads it when a task matches its description.

Can I use Unreal MCP 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 Luciole-Studio/Misaka-Agent --skill unreal-mcp -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-mcp, .gemini/skills/unreal-mcp, .github/skills/unreal-mcp and .opencode/skills/unreal-mcp in your project.

What does Unreal MCP need to run?

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

Does Unreal MCP 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 MCP 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 MCP use?

Unreal MCP is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal MCP use?

About 3.5k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 18k tokens, read only when the agent opens those files.

What are the alternatives to Unreal MCP?

Skills that share tags, products or a category with Unreal MCP: Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars), Unreal Scene Building (flopperam/unreal-engine-mcp, 1.1k stars) and Unreal Engine MCP Overview (flopperam/unreal-engine-mcp, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal MCP?

Luciole-Studio (a GitHub organization) maintains it in Luciole-Studio/Misaka-Agent, which has 171 GitHub stars. The repository holds 77 skills in this directory. The repository was last updated on October 8, 2026.

Source: Luciole-Studio/Misaka-Agent on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.