Scene & World Building Workflow
Core Pattern: Observe → Execute → Verify
- Observe —
scene_brief for level overview, scene_query for specific actors, search_assets for meshes/materials
- Execute —
scene_compose for batch placement, domain tools for specific systems
- Verify —
scene_query with spatial filters to confirm, pie_test_scene for runtime behavior
Scene Queries & Placement
Finding Things
scene_brief — compact level overview (actor counts, classes, bounds)
scene_query — find actors by class/label/tag/folder with spatial filters (near, box, frustum)
search_assets — Content Browser search by name/prefix/class (returns asset paths, NOT actor labels)
asset_references — dependency graphs (what does X reference, what references X)
project_context — engine version, plugins, project settings, maps, content stats
Scene tools work on actors (placed instances). search_assets works on assets (reusable files). Never confuse the two.
Placing Things
scene_compose declaratively spawns/modifies/deletes actors with prefabs + patterns. Prefer it over looping scene_query writes.
Actor Management
actor_inspect — drill into one actor (components, properties, transform)
- Use
scene_compose to modify transforms, delete actors, or batch-manage scene objects
Landscape & Terrain
Inspection
landscape_inspect — height/slope/normal queries, statistics, find flat areas, paint-layer listing.
Editing
landscape_edit handles:
- Lifecycle — create/resize/delete landscapes
- Sculpting — raise, lower, smooth, flatten, erosion
- Semantic features — mountains, valleys, craters, plateaus, terraces
- Paint layers — create and apply landscape material layers
- Heightmap — import/export
Always inspect before editing to understand current terrain state.
Foliage
foliage_inspect — list types + counts
foliage_edit — create FoliageTypes, scatter (circles/rectangles/by weight layer), place exact transforms, remove by radius or type
Materials & Shading
material_inspect — read-only (overview, expressions, connections, parameters, textures, shader stats, parent chain). Run BEFORE material_edit on existing materials.
material_edit — create materials/instances/functions/Parameter Collections, author expression graphs. Auto-retries single-input pin name resolution.
VFX (Niagara & Chaos)
niagara_inspect → niagara_edit for systems/emitters/parameters/renderers
niagara_script_edit for reusable NiagaraScript module graphs
chaos_edit for Geometry Collections (fracture, clustering, damage thresholds)
ramp_authoring for curve assets (UCurveFloat/Vector/LinearColor) — create the curve FIRST, then reference from the consumer
AI & Behavior Trees
Full setup workflow:
behavior_tree with create_blackboard → create keys (TargetActor, PatrolLocation, etc.)
behavior_tree with create_behavior_tree → create the BT asset
behavior_tree with set_blackboard_on_bt → link Blackboard to BT
behavior_tree with build_behavior_tree → build tree structure (selectors, sequences, tasks, decorators)
behavior_tree with create_ai_controller → create controller referencing the BT
behavior_tree with validate_behavior_tree → validate
Also covers: AI perception, NavMesh, EQS queries, StateTrees, Smart Objects, runtime BT + blackboard inspection in PIE.
Gameplay Abilities
gas_edit — Gameplay Abilities (tags, cost, cooldown, activation), Effects (duration, modifiers, stacking), Attribute Sets
tag_registry_edit — project-wide Gameplay Tag hierarchy
Cinematics
sequencer_edit creates Level Sequences with:
- Actor bindings
- Transform / animation / audio / camera / event / fade tracks
- Keyframes with interpolation control
- Camera cuts
Audio
metasound_edit — procedural audio (MetaSound graphs: oscillators, filters, envelopes, mixers, sample players)
sound_asset_edit — SoundCue graphs, SoundClass hierarchy, SoundAttenuation curves
Procedural Content
pcg_graph_edit — PCG graphs with point generators, samplers, filters, density operators, mesh spawners with typed pin wiring.
Physics
collision_profile_edit — collision profiles, physical materials, object type responses.
Editor Utilities
editor_actions — save, undo, redo, select, focus, build lighting/navigation, compile, PIE start/stop, viewport mode
editor_log — Output Log + Message Log with verbosity filter + time window
performance_audit — triangle counts, actor counts by class, mesh complexity, texture memory, optimization warnings
window_capture — viewport screenshot as PNG
Runtime Verification
pie_test_scene — free-tier PIE harness with:
- Narrow input whitelist (console, wait, spawn_actor, play_sequence, fire_damage)
- Lifecycle + VFX + audio + visual-regression assertions
- Auto-plan mode from task description
Use after any scene change that affects runtime behavior.
Data Assets
asset_factory — single entry for:
- Enums / Structs
- DataTables (CRUD rows, bulk JSON import)
- DataAssets (any subclass)
- Enhanced Input (IA + IMC + key mappings + modifiers + triggers)
- Safe Blueprint deletion (crash-safe path)
1---2name: scene-building3description: Scene and world building workflow for the Flopperam Unreal Engine MCP. Covers actor management, landscape sculpting, foliage scattering, AI setup, cinematics, and level verification. Use when placing actors, building environments, working with landscapes/foliage, setting up AI characters, or creating Level Sequences.4---56# Scene & World Building Workflow78## Core Pattern: Observe → Execute → Verify9101. **Observe** — `scene_brief` for level overview, `scene_query` for specific actors, `search_assets` for meshes/materials112. **Execute** — `scene_compose` for batch placement, domain tools for specific systems123. **Verify** — `scene_query` with spatial filters to confirm, `pie_test_scene` for runtime behavior1314## Scene Queries & Placement1516### Finding Things17- `scene_brief` — compact level overview (actor counts, classes, bounds)18- `scene_query` — find actors by class/label/tag/folder with spatial filters (`near`, `box`, `frustum`)19- `search_assets` — Content Browser search by name/prefix/class (returns asset paths, NOT actor labels)20- `asset_references` — dependency graphs (what does X reference, what references X)21- `project_context` — engine version, plugins, project settings, maps, content stats2223Scene tools work on **actors** (placed instances). `search_assets` works on **assets** (reusable files). Never confuse the two.2425### Placing Things26`scene_compose` declaratively spawns/modifies/deletes actors with prefabs + patterns. Prefer it over looping scene_query writes.2728### Actor Management29- `actor_inspect` — drill into one actor (components, properties, transform)30- Use `scene_compose` to modify transforms, delete actors, or batch-manage scene objects3132## Landscape & Terrain3334### Inspection35`landscape_inspect` — height/slope/normal queries, statistics, find flat areas, paint-layer listing.3637### Editing38`landscape_edit` handles:39- Lifecycle — create/resize/delete landscapes40- Sculpting — raise, lower, smooth, flatten, erosion41- Semantic features — mountains, valleys, craters, plateaus, terraces42- Paint layers — create and apply landscape material layers43- Heightmap — import/export4445Always inspect before editing to understand current terrain state.4647## Foliage4849- `foliage_inspect` — list types + counts50- `foliage_edit` — create FoliageTypes, scatter (circles/rectangles/by weight layer), place exact transforms, remove by radius or type5152## Materials & Shading53541. `material_inspect` — read-only (overview, expressions, connections, parameters, textures, shader stats, parent chain). Run BEFORE `material_edit` on existing materials.552. `material_edit` — create materials/instances/functions/Parameter Collections, author expression graphs. Auto-retries single-input pin name resolution.5657## VFX (Niagara & Chaos)5859- `niagara_inspect` → `niagara_edit` for systems/emitters/parameters/renderers60- `niagara_script_edit` for reusable NiagaraScript module graphs61- `chaos_edit` for Geometry Collections (fracture, clustering, damage thresholds)62- `ramp_authoring` for curve assets (UCurveFloat/Vector/LinearColor) — create the curve FIRST, then reference from the consumer6364## AI & Behavior Trees6566Full setup workflow:671. `behavior_tree` with `create_blackboard` → create keys (TargetActor, PatrolLocation, etc.)682. `behavior_tree` with `create_behavior_tree` → create the BT asset693. `behavior_tree` with `set_blackboard_on_bt` → link Blackboard to BT704. `behavior_tree` with `build_behavior_tree` → build tree structure (selectors, sequences, tasks, decorators)715. `behavior_tree` with `create_ai_controller` → create controller referencing the BT726. `behavior_tree` with `validate_behavior_tree` → validate7374Also covers: AI perception, NavMesh, EQS queries, StateTrees, Smart Objects, runtime BT + blackboard inspection in PIE.7576### Gameplay Abilities77- `gas_edit` — Gameplay Abilities (tags, cost, cooldown, activation), Effects (duration, modifiers, stacking), Attribute Sets78- `tag_registry_edit` — project-wide Gameplay Tag hierarchy7980## Cinematics8182`sequencer_edit` creates Level Sequences with:83- Actor bindings84- Transform / animation / audio / camera / event / fade tracks85- Keyframes with interpolation control86- Camera cuts8788## Audio8990- `metasound_edit` — procedural audio (MetaSound graphs: oscillators, filters, envelopes, mixers, sample players)91- `sound_asset_edit` — SoundCue graphs, SoundClass hierarchy, SoundAttenuation curves9293## Procedural Content9495`pcg_graph_edit` — PCG graphs with point generators, samplers, filters, density operators, mesh spawners with typed pin wiring.9697## Physics9899`collision_profile_edit` — collision profiles, physical materials, object type responses.100101## Editor Utilities102103- `editor_actions` — save, undo, redo, select, focus, build lighting/navigation, compile, PIE start/stop, viewport mode104- `editor_log` — Output Log + Message Log with verbosity filter + time window105- `performance_audit` — triangle counts, actor counts by class, mesh complexity, texture memory, optimization warnings106- `window_capture` — viewport screenshot as PNG107108## Runtime Verification109110`pie_test_scene` — free-tier PIE harness with:111- Narrow input whitelist (console, wait, spawn_actor, play_sequence, fire_damage)112- Lifecycle + VFX + audio + visual-regression assertions113- Auto-plan mode from task description114115Use after any scene change that affects runtime behavior.116117## Data Assets118119`asset_factory` — single entry for:120- Enums / Structs121- DataTables (CRUD rows, bulk JSON import)122- DataAssets (any subclass)123- Enhanced Input (IA + IMC + key mappings + modifiers + triggers)124- Safe Blueprint deletion (crash-safe path)