Unreal Blueprint Authoring
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.
Automate Unreal Engine editor scenes, actors, and renders. An agent skill from Luciole-Studio/Misaka-Agent.
$ npx skills add Luciole-Studio/Misaka-Agent --skill unreal-mcp -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Luciole-Studio/Misaka-Agent unreal-mcp --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/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-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 "unreal-mcp" agent skill from https://github.com/Luciole-Studio/Misaka-Agent/tree/main/misaka/core/skills/assets/optional/creative/unreal-mcp into .claude/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", 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/Luciole-Studio/Misaka-Agent/tree/main/misaka/core/skills/assets/optional/creative/unreal-mcpType 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 Luciole-Studio/Misaka-Agent --skill unreal-mcp -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Luciole-Studio/Misaka-Agent unreal-mcp --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Luciole-Studio/Misaka-Agent.git skills-src && mkdir -p .agents/skills && cp -r skills-src/misaka/core/skills/assets/optional/creative/unreal-mcp .agents/skills/unreal-mcp && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-mcp" agent skill from https://github.com/Luciole-Studio/Misaka-Agent/tree/main/misaka/core/skills/assets/optional/creative/unreal-mcp into .agents/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", 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 Luciole-Studio/Misaka-Agent --skill unreal-mcp -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Luciole-Studio/Misaka-Agent unreal-mcp --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Luciole-Studio/Misaka-Agent.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/misaka/core/skills/assets/optional/creative/unreal-mcp .cursor/skills/unreal-mcp && 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 "unreal-mcp" agent skill from https://github.com/Luciole-Studio/Misaka-Agent/tree/main/misaka/core/skills/assets/optional/creative/unreal-mcp into .cursor/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", 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/Luciole-Studio/Misaka-Agent.git --path misaka/core/skills/assets/optional/creative/unreal-mcp--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 Luciole-Studio/Misaka-Agent --skill unreal-mcp -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Luciole-Studio/Misaka-Agent unreal-mcp --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Luciole-Studio/Misaka-Agent.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/misaka/core/skills/assets/optional/creative/unreal-mcp .gemini/skills/unreal-mcp && 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 "unreal-mcp" agent skill from https://github.com/Luciole-Studio/Misaka-Agent/tree/main/misaka/core/skills/assets/optional/creative/unreal-mcp into .gemini/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", 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 Luciole-Studio/Misaka-Agent unreal-mcpInstalls 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 Luciole-Studio/Misaka-Agent --skill unreal-mcp -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Luciole-Studio/Misaka-Agent.git skills-src && mkdir -p .github/skills && cp -r skills-src/misaka/core/skills/assets/optional/creative/unreal-mcp .github/skills/unreal-mcp && 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 "unreal-mcp" agent skill from https://github.com/Luciole-Studio/Misaka-Agent/tree/main/misaka/core/skills/assets/optional/creative/unreal-mcp into .github/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", 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 Luciole-Studio/Misaka-Agent --skill unreal-mcp -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Luciole-Studio/Misaka-Agent unreal-mcp --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Luciole-Studio/Misaka-Agent.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/misaka/core/skills/assets/optional/creative/unreal-mcp .opencode/skills/unreal-mcp && 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 "unreal-mcp" agent skill from https://github.com/Luciole-Studio/Misaka-Agent/tree/main/misaka/core/skills/assets/optional/creative/unreal-mcp into .opencode/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", 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.
unreal-mcpAutomate 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.
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.
4 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 3bcf7a3. 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 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.
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.
The full file from Luciole-Studio/Misaka-Agent at commit 3bcf7a3, republished under its MIT licence (© Luciole-Studio). 1,741 words, ~3,456 tokens.
.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.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.
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).
Two halves, in this order: the editor side must be up before Hermes connects.
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).hermes mcp install unreal-engineThis 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.
ModelContextProtocol.StartServer manually).mcp_unreal_engine_*. If
they're missing: editor wasn't up first — start it, then open a new
Hermes session.mcp_unreal_engine_list_toolsets and confirm toolsets
come back.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 tool | Purpose |
|---|---|
mcp_unreal_engine_list_toolsets | Names + descriptions of every registered toolset |
mcp_unreal_engine_describe_toolset | Full JSON schemas for one named toolset's tools |
mcp_unreal_engine_call_tool | Invoke a named tool with arguments, get the result |
The discovery walk, always in this order:
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.describe_toolset on the group you need → read the real parameter
schemas. Never guess parameter names — schemas are the contract.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.
Every Unreal task follows the same loop:
call_tool → AgentSkillToolset.ListSkills): a matching project skill's
instructions override this skill's generic defaults.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).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.references/tool-surface.md for
the capture options; vision_analyze the image — you are the art
director, judge it)./Game/...), file
locations of captures/renders.Rules of the world while you work:
references/scene-craft.md./Game/Folder/Asset.Asset for
project content, /Engine/BasicShapes/Cube.Cube for engine primitives.intensity: 10, and physical values blow
them out (references/scene-craft.md has the numbers,
references/pitfalls.md #12b has the calibration rule).The user gives intent, not specs. Translate before you build:
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.
Load on demand; keep SKILL.md-level rules in mind throughout.
| Reference | Contents |
|---|---|
references/tool-surface.md | Shipped 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.md | Sophisticated 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.md | Numeric 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.md | End-to-end worked builds with exact call sequences |
references/pitfalls.md | Setup, runtime, and workflow pitfalls with fixes — read before your first session and whenever something misbehaves |
mcp_unreal_engine_* tools = wrong order.mcp_servers.unreal-engine.timeout in ~/.hermes/config.yaml for
render/import-heavy sessions.ModelContextProtocol.RefreshTools in the editor console
and re-list_toolsets. New C++ UFUNCTIONs need a full editor restart —
Live Coding won't surface them.describe_toolset over memory, including this skill's
examples. When docs and the live schema disagree, the live schema wins.list_toolsets returns toolsets at session start (connection healthy)© 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
SKILL.md and 5 other files (references) in misaka/core/skills/assets/optional/creative/unreal-mcp of Luciole-Studio/Misaka-Agent.
Open the folder on GitHubat commit 3bcf7a3
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.
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal MCP this skillLuciole-Studio/Misaka-Agent | 171 | 1 repos | ~3.5k | Automated safety check: Pass | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Unreal Scene Buildingflopperam/unreal-engine-mcp | 1.1k | — | ~1.4k | Automated safety check: Pass | None | |
| Unreal Engine MCP Overviewflopperam/unreal-engine-mcp | 1.1k | — | ~1.7k | Automated safety check: Pass | None | |
| Vibeuekevinpbuckley/VibeUE | 730 | — | ~5.2k | Automated safety check: Pass | MIT |
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.
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.
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.
kevinpbuckley/VibeUE
Unreal Engine 5 development using the VibeUE Python API. An agent skill from kevinpbuckley/VibeUE.
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.
Luciole-Studio/Misaka-Agent
Plan and run multi-agent video production pipelines. An agent skill from Luciole-Studio/Misaka-Agent.
Luciole-Studio/Misaka-Agent
AST-aware structural code search and rewrite via ast-grep. An agent skill from Luciole-Studio/Misaka-Agent.
Luciole-Studio/Misaka-Agent
Drug discovery: ChEMBL search, drug-likeness, interactions. An agent skill from Luciole-Studio/Misaka-Agent.
Luciole-Studio/Misaka-Agent
Workout planning, macros, and body metrics via wger/USDA. An agent skill from Luciole-Studio/Misaka-Agent.
Luciole-Studio/Misaka-Agent
Render MP4/WebM videos from HTML compositions. An agent skill from Luciole-Studio/Misaka-Agent.
Luciole-Studio/Misaka-Agent
Follow the money via public records and sanctions data. An agent skill from Luciole-Studio/Misaka-Agent.
Works with
Categories
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.
Unreal MCP fits situations like: tasks that involve Game development; tasks that involve MCP servers.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Unreal MCP 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.
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.
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.
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.
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.