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.
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.
$ npx skills add winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install winyunq/UnrealMotionGraphicsMCP umg-material-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/winyunq/UnrealMotionGraphicsMCP.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/umg-material-mcp .claude/skills/umg-material-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 "umg-material-mcp" agent skill from https://github.com/winyunq/UnrealMotionGraphicsMCP/tree/main/Skills/umg-material-mcp into .claude/skills/umg-material-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "umg-material-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/winyunq/UnrealMotionGraphicsMCP/tree/main/Skills/umg-material-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 winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install winyunq/UnrealMotionGraphicsMCP umg-material-mcp --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/winyunq/UnrealMotionGraphicsMCP.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Skills/umg-material-mcp .agents/skills/umg-material-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 "umg-material-mcp" agent skill from https://github.com/winyunq/UnrealMotionGraphicsMCP/tree/main/Skills/umg-material-mcp into .agents/skills/umg-material-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "umg-material-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 winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install winyunq/UnrealMotionGraphicsMCP umg-material-mcp --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/winyunq/UnrealMotionGraphicsMCP.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Skills/umg-material-mcp .cursor/skills/umg-material-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 "umg-material-mcp" agent skill from https://github.com/winyunq/UnrealMotionGraphicsMCP/tree/main/Skills/umg-material-mcp into .cursor/skills/umg-material-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "umg-material-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/winyunq/UnrealMotionGraphicsMCP.git --path Skills/umg-material-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 winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install winyunq/UnrealMotionGraphicsMCP umg-material-mcp --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/winyunq/UnrealMotionGraphicsMCP.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Skills/umg-material-mcp .gemini/skills/umg-material-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 "umg-material-mcp" agent skill from https://github.com/winyunq/UnrealMotionGraphicsMCP/tree/main/Skills/umg-material-mcp into .gemini/skills/umg-material-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "umg-material-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 winyunq/UnrealMotionGraphicsMCP umg-material-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 winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/winyunq/UnrealMotionGraphicsMCP.git skills-src && mkdir -p .github/skills && cp -r skills-src/Skills/umg-material-mcp .github/skills/umg-material-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 "umg-material-mcp" agent skill from https://github.com/winyunq/UnrealMotionGraphicsMCP/tree/main/Skills/umg-material-mcp into .github/skills/umg-material-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "umg-material-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 winyunq/UnrealMotionGraphicsMCP --skill umg-material-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 winyunq/UnrealMotionGraphicsMCP umg-material-mcp --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/winyunq/UnrealMotionGraphicsMCP.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Skills/umg-material-mcp .opencode/skills/umg-material-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 "umg-material-mcp" agent skill from https://github.com/winyunq/UnrealMotionGraphicsMCP/tree/main/Skills/umg-material-mcp into .opencode/skills/umg-material-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "umg-material-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.
umg-material-mcpCreates, 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.
The skill keeps a material as a single HLSL program on a Custom node and works through five MCP tools: hlsl_set_target to create or select the material and its UI or non-UI type such as domain, blend mode and shading model, hlsl_get to read the current HLSL text, parameters and output contract as semantic state, hlsl_set to write HLSL, parameters or outputs as a union-only update that can add or change entries but never delete one, hlsl_delete to remove a named parameter or output with confirmation, and hlsl_compile to compile and surface diagnostics as the feedback loop.
It requires Unreal Editor to stay open with the UMG MCP bridge listening before any runtime call, and prefers small repair writes with hlsl_set over resetting the target when a compile fails. The output contract maps the Custom node's rgb and alpha outputs to the right material pins, for example emissive color for UI, PostProcess, LightFunction and unlit materials, and base color for a lit surface, with alpha going to opacity or an opacity mask when relevant. A reference file of demo cases gives concrete command examples and regression cases.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit a0494ef. 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.
Shell commands in SKILL.md call:
pythonFrom 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.
UMG Material MCP loads about 913 tokens when it runs, and up to ~1.6k if it reads all its reference files. Until then it costs about 90 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.
The full file from winyunq/UnrealMotionGraphicsMCP at commit a0494ef, republished under its MIT licence (© winyunq). 352 words, ~913 tokens.
.claude/skills/umg-material-mcp/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Use the Material HLSL MCP path for material authoring. Do not mutate .uasset files directly. Keep Unreal Editor open with the UMG MCP bridge listening before runtime tool calls.
For concrete command examples and regression cases, read demo-cases.md.
Set or create the HLSL target with hlsl_set_target.
hlsl_set_target: domain, blend_mode, shading_model, two_sided.material_modify_type; that command is compatibility-only.Read with hlsl_get.
output_contract.Write with hlsl_set(hlsl?, parameters?, outputs?).
hlsl_set is union-only: update existing entries and append missing entries.parameters for Custom node inputs such as {"name":"Intensity","kind":"Scalar"}.outputs for root material outputs such as "Roughness", "Metallic", "Normal", or objects with name, target, and type.AdditionalOutputs; assign same-name variables in HLSL, for example Roughness = 0.35;.Delete with hlsl_delete(names, confirm_delete=true, kind?).
kind in the normal path.requires_kind: true; retry with kind="parameter" or kind="output".hlsl_delete_parameter or hlsl_delete_output in primary flows; they are compatibility aliases.Compile with hlsl_compile.
hlsl_set(hlsl=...) rather than resetting the target.float4.output_contract describes where rgb/a and any additional outputs are wired.EmissiveColor; lit Surface output rgb usually maps to BaseColor.Opacity, masked to OpacityMask.material_* graph editing unless the requested operation cannot be modeled by HLSL target, parameters, outputs, delete, and compile.Use the narrowest relevant checks:
python -m py_compile Resources\Python\UmgMcpServer.py Resources\Python\Material\UMGMaterial.py Resources\Python\APITest\Material_HLSL_Type_Demo.py Resources\Python\APITest\Material_Protocol_Static_Check.py
python Resources\Python\APITest\Material_Protocol_Static_Check.py
& 'D:\UE_5.8\Engine\Build\BatchFiles\Build.bat' FabUMGMCPEditor Win64 Development -Project='D:\UE5Project\FabUMGMCP\FabUMGMCP.uproject' -NoHotReloadFromIDE -Progress
python Resources\Python\APITest\Material_HLSL_Type_Demo.pyThe runtime demo requires Unreal Editor to be open and the MCP socket in Resources/Python/mcp_config.py to be reachable.
© winyunq, 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 2 other files (references) in Skills/umg-material-mcp of winyunq/UnrealMotionGraphicsMCP.
Open the folder on GitHubat commit a0494ef
UMG Material 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 |
|---|---|---|---|---|---|---|
| UMG Material MCP this skillwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | 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 |
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.
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.
TypeDreamMoon/DreamShader
Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it…
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.
Works with
Categories
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. The skill keeps a material as a single HLSL program on a Custom node and works through five MCP tools: hlsl_set_target to create or select the material and its UI or non-UI type such as domain, blend mode and shading model, hlsl_get to read the current HLSL text, parameters and output contract as semantic state, hlsl_set to write HLSL, parameters or outputs as a union-only update that can add or change entries but never delete one, hlsl_delete to remove a named parameter or output with confirmation, and hlsl_compile to compile and surface diagnostics as the feedback loop.
UMG Material MCP fits situations like: creating a new UI material in Unreal Engine through the MCP bridge; adding a custom parameter or output to an existing material's HLSL; debugging a material compile error through the HLSL feedback loop.
Run `npx skills add winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp -a claude-code`. Or copy the skill folder (Skills/umg-material-mcp in winyunq/UnrealMotionGraphicsMCP) into .claude/skills/umg-material-mcp in your project. Claude Code loads it when a task matches its description.
Run `npx skills add winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp -a codex`. Or copy the skill folder (Skills/umg-material-mcp in winyunq/UnrealMotionGraphicsMCP) into .agents/skills/umg-material-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 winyunq/UnrealMotionGraphicsMCP --skill umg-material-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/umg-material-mcp, .gemini/skills/umg-material-mcp, .github/skills/umg-material-mcp and .opencode/skills/umg-material-mcp in your project.
Going by SKILL.md and its folder, UMG Material MCP needs the command-line tools its instructions call (python). Our summary lists: Unreal Engine 5.8 with the UMG MCP bridge running.
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.
UMG Material MCP is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 913 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. Its references folder adds about 724 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with UMG Material MCP: Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars) and Unreal Scene Building (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.
winyunq (a GitHub user) maintains it in winyunq/UnrealMotionGraphicsMCP, which has 210 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on August 2, 2026.
Source: winyunq/UnrealMotionGraphicsMCP on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.