unreal-mcp

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

Updated Aug 22, 2026
One-click install
npx skills add https://github.com/vivekgoquest/hermes-agent-stable --skill unreal-mcp-vivekgoquest
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unreal-mcp
Source: https://github.com/vivekgoquest/hermes-agent-stable/tree/main/optional-skills/creative/unreal-mcp
Command: npx skills add https://github.com/vivekgoquest/hermes-agent-stable --skill unreal-mcp-vivekgoquest

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Driving the Unreal Editor through Epic's experimental Unreal MCP plugin requires knowing a project-dependent tool surface, strict serial-call discipline, and physically-plausible scene values; this Skill encodes that operating knowledge so an agent can build, light, and render scenes without the user touching the editor. ## Core Features & Use Cases - Live tool discovery: Uses list_toolsets, describe_toolset, and call_tool to discover the actual registered toolsets and schemas instead of guessing parameter names. - Scene construction and art direction: Translates plain-English briefs into levels with blocking, lighting, materials, cameras, and screenshot verification at each milestone. - Advanced workflows: Covers ProgrammaticToolset batching, Blueprint DSL authoring, PIE test sessions, Sequencer cinematics, and automation testing. - Use Case: Ask for a moody forest clearing with a campfire and a rendered shot; the agent inspects the level, configures existing environment actors, builds and lights the scene, captures viewport screenshots, and delivers saved files with absolute paths. ## Quick Start Launch Unreal Editor 5.8+ with the Unreal MCP and AllToolsets plugins enabled and the server auto-started, run hermes mcp install unreal-engine, then ask the agent to build and render your scene.

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 from an AI agent?▼

Enable the Unreal MCP plugin plus the AllToolsets plugin 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 Engine scene building and rendering?▼

Query the scene first, then act in small single-purpose calls: spawn or configure environment actors, block geometry, set lighting with physical values, frame a camera, and capture viewport screenshots. Save the level after every milestone and verify each step visually.

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

The Unreal MCP plugin ships the server but no tools; the AllToolsets plugin provides the actual toolsets. Also the editor and server must be running before the agent session starts, since tools do not appear mid-session.

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

No. The server executes calls serially on the game thread, and overlapping calls can 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, loopback-only with no auth, HTTP plus SSE transports only, and serial game-thread execution that freezes the editor UI during each call. It has no mesh-modeling tools, so model geometry in Blender and import it instead.

Why does my Unreal scene render blown out or black after lighting changes?▼

Template levels are often calibrated around a sun intensity of 10, so physical lux values cause whiteouts. Read the existing sun's intensity first and work relative to it, or set manual EV100 exposure in an unbound PostProcessVolume matched to the scene.