unreal-mcp

Automate Unreal Engine editor scenes, actors, lighting, and renders through MCP tools.

Updated Sep 10, 2026
One-click install
npx skills add https://github.com/loteiron/ZeusAgent --skill unreal-mcp-loteiron
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unreal-mcp
Source: https://github.com/loteiron/ZeusAgent/tree/main/optional-skills/creative/unreal-mcp
Command: npx skills add https://github.com/loteiron/ZeusAgent --skill unreal-mcp-loteiron

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Driving the Unreal Editor by hand for scene building, lighting, and rendering is slow and requires deep editor expertise; this Skill lets an agent control a live Unreal Editor 5.8+ session through Epic's Unreal MCP plugin so plain-English requests become finished scenes and captures. ## Core Features & Use Cases - Live tool discovery: Uses the tool-search meta-tools (list_toolsets, describe_toolset, call_tool) to discover the project-dependent tool surface instead of guessing schemas. - Scene construction and art direction: Builds levels, spawns and configures actors, sets physically-based lighting and exposure, and verifies results with viewport screenshots. - Advanced workflows: Covers ProgrammaticToolset batching, Blueprint DSL authoring, PIE test sessions, Sequencer cinematics, and automation testing via detailed reference files. - Use Case: Ask for a moody forest clearing with a campfire at golden hour; the agent inspects the level, configures the existing sun and fog, dresses the scene, captures a framed shot, and saves the level with reported asset paths. ## Quick Start With Unreal Editor 5.8+ running and the Unreal MCP and AllToolsets plugins enabled, ask the agent to build a golden-hour exterior scene with rocks and a path and render a screenshot of it.

Frequently Asked Questions about unreal-mcp

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I control Unreal Engine with an AI agent via MCP?▼

Enable the Unreal MCP and AllToolsets plugins in Unreal Editor 5.8+, turn on Auto Start Server in Editor Preferences, then connect your agent to http://127.0.0.1:8000/mcp. Tools are discovered through list_toolsets, describe_toolset, and call_tool.

How to automate Unreal Editor scene building and lighting?▼

Query the existing level first, configure existing environment actors like DirectionalLight and ExponentialHeightFog rather than spawning duplicates, then set physically-based intensities, color temperatures, and manual EV100 exposure. Verify each milestone with a viewport capture.

Why are no MCP tools showing up for my Unreal Editor connection?▼

The Unreal MCP plugin ships only the server; the tools come from the separate AllToolsets plugin and Toolset Registry. Enable both in Edit > Plugins, restart the editor, and start a new agent session so the tool probe sees the live surface.

Can I batch multiple Unreal MCP tool calls in parallel?▼

No. The server executes tools serially on the game thread, so overlapping calls deadlock or fail. For loops over five or more homogeneous operations, use one ProgrammaticToolset execute_tool_script call to batch them server-side.

What are the limitations of the Unreal MCP plugin?▼

It is experimental in UE 5.8, loopback-only with no authentication, HTTP plus SSE transports only, and executes serially while freezing the editor UI. It has no mesh-modeling tools, so sculpted geometry must be modeled in Blender and imported.

Why does my Unreal scene turn white after setting light intensity?▼

Template levels are often calibrated around a sun intensity of 10, so physical lux values like 12,000 blow the frame to white. Read the existing sun's intensity first and work relative to the scene's calibration, or rebuild the whole exposure chain with manual EV100.