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 (use blender-mcp 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
- 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.)
- Edit > Plugins — enable Unreal MCP (its Toolset Registry
dependency auto-enables). Restart the editor when prompted.
- 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.
- 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
- 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).
- 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.
- 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 tool |
Purpose |
mcp_unreal_engine_list_toolsets |
Names + descriptions of every registered toolset |
mcp_unreal_engine_describe_toolset |
Full JSON schemas for one named toolset's tools |
mcp_unreal_engine_call_tool |
Invoke a named tool with arguments, get the result |
The discovery walk, always in this order:
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.
describe_toolset on the group you need → read the real parameter
schemas. Never guess parameter names — schemas are the contract.
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:
- 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.
- 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).
- 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.
- 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).
- 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).
- 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.
- 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:
- 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.
- 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.
- Build with the loop above, one milestone at a time, screenshot at
each milestone.
- 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.
- 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.
| Reference |
Contents |
references/tool-surface.md |
Shipped 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.md |
Sophisticated 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.md |
Numeric 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.md |
End-to-end worked builds with exact call sequences |
references/pitfalls.md |
Setup, 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
Source: NousResearch/hermes-agent → optional-skills/creative/unreal-mcp/SKILL.md
1---2name: unreal-mcp3description: Automate Unreal Engine editor scenes, actors, and renders.4---5
6
7# Unreal Engine MCP Skill
8
9Companion skill for the `unreal-engine` entry in the Hermes MCP catalog. The
10MCP server (Epic's official, experimental "Unreal MCP" plugin, internal id
11`ModelContextProtocol`) runs INSIDE the Unreal Editor process and exposes
12editor functionality as typed tools. This skill teaches how to drive it well:
13discovering the live tool surface, sequencing calls safely, translating
14plain-English asks into scenes that actually look good, and verifying work
15visually. The user should never need to touch the editor beyond launching it.
16
17## When to Use
18
19Use when the user wants anything done in Unreal Engine: build or dress a
20level, spawn/move/delete actors, set up lighting and atmosphere, create or
21tune material instances, frame a camera shot, capture screenshots or renders,
22import assets, inspect the scene or UI, run automation tests, or script the
23editor. Works for single actions ("make the sun golden hour") and for
24complete multi-step projects ("build me a moody forest clearing with a
25campfire and render a shot of it").
26
27Don't use for: DCC-style mesh modeling/sculpting (use `blender-mcp` and
28import the result), or for editing Unreal C++ project source (that's normal
29code work — use the terminal; this skill is about the live editor).
30
31## Prerequisites
32
33Two halves, in this order: the editor side must be up before Hermes connects.
34
35### One-time, editor side
36
371. Unreal Editor **5.8+** with a project open. (macOS: full Xcode must be
38 installed and its license accepted — the editor exits on first launch
39 without it; see pitfalls.)
402. **Edit > Plugins** — enable **Unreal MCP** (its Toolset Registry
41 dependency auto-enables). Restart the editor when prompted.
423. The typed toolsets ship separately from the server: also enable the
43 **AllToolsets** plugin in the same Plugins browser. Unreal MCP ships NO
44 tools itself — AllToolsets provides the shipped toolsets (SceneTools,
45 ActorTools, MaterialInstanceTools, ObjectTools, …); skip it and the
46 server connects but the agent has nothing to call.
474. **Edit > Editor Preferences > General > Model Context Protocol** — enable
48 **Auto Start Server**. Default bind is `http://127.0.0.1:8000/mcp`
49 (port/path configurable in the same panel; server name is `unreal-mcp`).
50 To start manually instead, run `ModelContextProtocol.StartServer` in the
51 editor console (backtick key).
52
53### One-time, Hermes side
54
55 hermes mcp install unreal-engine
56
57This writes the `mcp_servers.unreal-engine` HTTP entry pointing at
58`http://127.0.0.1:8000/mcp` and probes the live server for its tools. Run it
59while the editor + server are up so the probe sees the real surface. If the
60user changed port/path in Editor Preferences, edit the `url` in
61`~/.hermes/config.yaml` under `mcp_servers.unreal-engine` to match.
62
63Do NOT use `ModelContextProtocol.GenerateClientConfig` for Hermes — that
64writes `.mcp.json`-style files for Claude Code/Cursor/etc. Hermes connects
65from `config.yaml` via the catalog entry.
66
67### Every session
68
691. Launch Unreal Editor, wait for the project to finish loading; confirm the
70 server started (Output Log shows the bind address, or run
71 `ModelContextProtocol.StartServer` manually).
722. Start the Hermes session. Tools register as `mcp_unreal_engine_*`. If
73 they're missing: editor wasn't up first — start it, then open a new
74 Hermes session.
753. Sanity check: call `mcp_unreal_engine_list_toolsets` and confirm toolsets
76 come back.
77
78## The Tool Surface: Discovery, Not a Fixed List
79
80By default the plugin runs in **tool-search mode**: `tools/list` returns only
81three meta-tools, and every real tool is reached through them. Through Hermes
82they appear as:
83
84| Hermes tool | Purpose |
85|---|---|
86| `mcp_unreal_engine_list_toolsets` | Names + descriptions of every registered toolset |
87| `mcp_unreal_engine_describe_toolset` | Full JSON schemas for one named toolset's tools |
88| `mcp_unreal_engine_call_tool` | Invoke a named tool with arguments, get the result |
89
90The discovery walk, always in this order:
91
921. `list_toolsets` → see what capability groups this project actually has
93 (the surface is project-dependent: enabled plugins, Game Feature Plugins,
94 and any custom toolsets all contribute). Names come back FULLY QUALIFIED
95 (`editor_toolset.toolsets.scene.SceneTools`,
96 `EditorToolset.EditorAppToolset`) — use them verbatim as `toolset_name`.
972. `describe_toolset` on the group you need → read the real parameter
98 schemas. Never guess parameter names — schemas are the contract.
993. `call_tool` with the qualified toolset name, the SHORT tool name
100 (`find_actors`, not the dotted form), and arguments matching the schema.
101
102Cache what you learn for the session; re-list only after the editor side
103changes (new plugin enabled, toolset authored, `RefreshTools` run).
104
105The alternative eager mode (`Enable Tool Search` off in Editor Preferences)
106advertises every tool as its own `mcp_unreal_engine_<tool>` entry. Discovery
107then happens at `hermes mcp install`/`configure` time instead. Tool-search
108mode is the default and what this skill assumes; it also keeps schema tokens
109out of every API call, so prefer it.
110
111See `references/tool-surface.md` for the shipped toolset catalog, authoring
112custom toolsets, and the full plugin configuration/console-command reference.
113
114## Operating Loop
115
116Every Unreal task follows the same loop:
117
1181. **Inspect first.** List toolsets, then query the scene/level state before
119 touching anything. Never assume an empty or default level. In an
120 unfamiliar project, also check for project-registered Agent Skills
121 (`call_tool` → `AgentSkillToolset.ListSkills`): a matching project skill's
122 instructions override this skill's generic defaults.
1232. **Act in small, single-purpose calls.** One logical step per `call_tool`.
124 The server executes tools **serially on the game thread** — a big
125 monolithic operation freezes the editor UI until it finishes and risks
126 client timeouts. Exception: for loops over 5+ homogeneous operations,
127 ONE `ProgrammaticToolset.execute_tool_script` call batches them
128 server-side without breaking the serial rule
129 (`references/advanced-workflows.md`).
1303. **NEVER issue overlapping calls.** Do not batch multiple
131 `mcp_unreal_engine_*` calls in one turn — Hermes runs batched calls
132 concurrently, and parallel calls against the game thread deadlock or
133 fail. Strictly one call, await result, next call. This overrides the
134 general parallel-tool-calls guidance.
1354. **Read every result.** Many tools (Blueprint compiles, material edits,
136 widget creation) report success/failure in the response body with no
137 protocol-level exception. Anything that isn't an explicit success is a
138 stop-and-diagnose, not a shrug. After property writes, read the value
139 back — several write paths silently no-op (see pitfalls).
1405. **Verify visually and structurally.** After each milestone, confirm state
141 by querying the actors/properties you changed, and capture a viewport
142 screenshot when composition matters (see `references/tool-surface.md` for
143 the capture options; `vision_analyze` the image — you are the art
144 director, judge it).
1456. **Save often.** Editor edits are in-memory until packages/levels are
146 saved; an editor crash loses everything since the last save, and MCP
147 edits are not reliably undoable. Save before AND after any bulk change,
148 and after every milestone.
1497. **Report concretely.** Actor labels, asset paths (`/Game/...`), file
150 locations of captures/renders.
151
152Rules of the world while you work:
153
154- Units are **centimeters**; axes are **Z-up**, X-forward; rotations are
155 degrees (Rotator: Roll around X, Pitch around Y, Yaw around Z). Human eye
156 height ≈ 165 cm; a door ≈ 210×90 cm. Full tables in
157 `references/scene-craft.md`.
158- Content paths use long package names: `/Game/Folder/Asset.Asset` for
159 project content, `/Engine/BasicShapes/Cube.Cube` for engine primitives.
160- Actor **labels** (what you see in the Outliner, settable, non-unique) are
161 not actor **names** (internal, unique). Prefer resolving actors by
162 label/class queries, then hold on to whatever handle the tool returns.
163- Prefer physically-plausible lighting values (lux/candela/Kelvin) over
164 arbitrary brightness numbers — but FIRST read the existing sun's
165 intensity to learn the scene's calibration convention; template worlds
166 are often calibrated around `intensity: 10`, and physical values blow
167 them out (`references/scene-craft.md` has the numbers,
168 `references/pitfalls.md` #12b has the calibration rule).
169
170## From Plain English to a Scene
171
172The user gives intent, not specs. Translate before you build:
173
1741. **Extract the brief.** Subject, mood, time of day, interior/exterior,
175 style, deliverable (screenshot? render? playable level?). Ask at most one
176 round of clarifying questions, then commit — you are the technical
177 director; don't bounce Unreal jargon back at the user.
1782. **Plan the build order.** The order that works: level/environment shell →
179 blocking (major geometry/meshes in place) → lighting + atmosphere →
180 materials → set dressing/detail → camera → capture/render. Post the plan
181 as a todo list for multi-step builds.
1823. **Build with the loop above**, one milestone at a time, screenshot at
183 each milestone.
1844. **Art-direct yourself.** Compare each screenshot against the brief:
185 readable silhouette? believable light direction/intensity? horizon not
186 dead-center? scale correct against a human-height reference? Fix before
187 moving on.
1885. **Deliver.** Screenshots/renders as files (`MEDIA:` path), plus a short
189 summary of what exists in the level and where it was saved.
190
191`references/recipes.md` has complete worked builds (exterior daylight scene,
192moody interior, golden-hour cinematic + render, asset import & placement)
193with the exact call sequences and values.
194
195## Reference Files
196
197Load on demand; keep SKILL.md-level rules in mind throughout.
198
199| Reference | Contents |
200|---|---|
201| `references/tool-surface.md` | Shipped toolsets catalog, discovery protocol detail, plugin console commands/CVars/flags, screenshot & capture paths, MCP Inspector debugging, extending with custom Python/C++ toolsets |
202| `references/advanced-workflows.md` | Sophisticated 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 |
203| `references/scene-craft.md` | Numeric cheat sheet: physical light intensities, color temperatures, exposure/EV100, fog densities, mood recipes (noon/golden hour/overcast/night/interior), scale tables, content path conventions |
204| `references/recipes.md` | End-to-end worked builds with exact call sequences |
205| `references/pitfalls.md` | Setup, runtime, and workflow pitfalls with fixes — read before your first session and whenever something misbehaves |
206
207## Pitfalls (top of mind — full list in references/pitfalls.md)
208
209- **Start order matters.** Editor + server up first, then the Hermes
210 session. Missing `mcp_unreal_engine_*` tools = wrong order.
211- **One call at a time.** Serial game thread; no batching, no overlap.
212- **The editor UI freezes during each call.** That's by design (game-thread
213 execution). Warn the user during long operations; keep calls small.
214- **Modal dialogs block everything.** A tool call that opens (or collides
215 with) a modal editor dialog stalls until a human dismisses it. If a call
216 hangs indefinitely, tell the user to check the editor for a dialog.
217- **Timeouts on long operations.** Hermes' per-call default is 120 s; asset
218 imports, big level saves, and renders can exceed it. Raise
219 `mcp_servers.unreal-engine.timeout` in `~/.hermes/config.yaml` for
220 render/import-heavy sessions.
221- **Stale tool schemas.** After authoring/hot-reloading toolsets or enabling
222 a plugin, run `ModelContextProtocol.RefreshTools` in the editor console
223 and re-`list_toolsets`. New C++ `UFUNCTION`s need a full editor restart —
224 Live Coding won't surface them.
225- **Experimental plugin.** APIs and tool shapes can change between engine
226 versions; trust `describe_toolset` over memory, including this skill's
227 examples. When docs and the live schema disagree, the live schema wins.
228- **Don't expose the server beyond localhost.** Loopback-only, no auth, by
229 design. Never suggest binding it wider.
230- **Licensing note.** The server logs on start: data transmitted via the
231 plugin to a connected LLM service is Licensed Technology under the UE
232 EULA (§6(e)) — the user is responsible for ensuring their LLM provider
233 doesn't train on it. Surface this if the user asks about data handling.
234
235## Verification Checklist
236
237- [ ] `list_toolsets` returns toolsets at session start (connection healthy)
238- [ ] Scene state queried before first edit (never assumed empty)
239- [ ] After each milestone: changed actors/properties re-queried and a
240 screenshot reviewed against the brief
241- [ ] Level/dirty packages saved after each milestone and at the end
242- [ ] Deliverables exist on disk (screenshot/render paths confirmed) and are
243 reported to the user with absolute paths
244- [ ] Editor left in a clean state: no pending modal, no unsaved surprise,
245 user told exactly what was created/changed and where
246
247---
248
249**Source:** [`NousResearch/hermes-agent`](https://github.com/NousResearch/hermes-agent) → `optional-skills/creative/unreal-mcp/SKILL.md`