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unreal-mcp 精选

Automate Unreal Engine editor scenes, actors, and renders.

在 GitHub 打开

安装方式

cp -r optional-skills/creative/unreal-mcp ~/.claude/skills/unreal-mcp

把该 skill 目录放进客户端 skills 目录。不同客户端的目录可能不同,Claude Code 默认是 ~/.claude/skills/

整仓一次性获取:git clone --depth 1 https://github.com/NousResearch/hermes-agent.git

依赖与权限

  • 无需 API Key
  • 需要联网访问外部服务
  • 依赖外部命令:python make
  • 以上为按正文与 frontmatter 自动推断的信号,仅供参考;安装前建议先阅读原文。

SKILL.md 正文

来源 NousResearch/hermes-agent@0b89435 · 许可 MIT · 内容未修改

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.)

  1. Edit > Plugins — enable Unreal MCP (its Toolset Registry

dependency auto-enables). Restart the editor when prompted.

  1. 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.

  1. 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).

  1. 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.

  1. 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.

  1. describe_toolset on the group you need → read the real parameter

schemas. Never guess parameter names — schemas are the contract.

  1. 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.

  1. 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).

  1. 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.

  1. 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).

  1. 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).

  1. 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.

  1. 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).

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.

  1. 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.

  1. Build with the loop above, one milestone at a time, screenshot at

each milestone.

  1. 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.

  1. 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

质量与来源

所属仓库
NousResearch/hermes-agent
仓库星标
25 万
最近更新
今天
采集时间
今天
commit
0b89435e7e4f
内容指纹
sha256:0313d8761479a8b
文件路径
optional-skills/creative/unreal-mcp/SKILL.md

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