Unreal Castle Builder
When To Use
- Build a quick castle or fortress prototype in Unreal Engine from basic shapes.
- Teach another agent how to drive this repository through the direct CLI instead of MCP tool discovery.
- Verify that a generated castle actually exists in the current level by listing actors.
Procedure
- Inspect the CLI entrypoint first.
Run
unreal-mcp-cli --help. If the editable script is not installed yet, run.\.venv\Scripts\python.exe unreal_cli.py --helpinstead. - Inspect the castle-specific commands.
Run
unreal-mcp-cli create-basic-castle --helpandunreal-mcp-cli list-level-actors --help. Pay attention to the--layout,--size,--palette,--yaw, and--originoptions so the castle can vary without changing the required actor set. - Review the shared castle layout in examples/castle/assets/castle-plan.json.
- Create the castle with a unique prefix so verification is unambiguous.
Example:
unreal-mcp-cli create-basic-castle --prefix SkillCastle --layout courtyard --size grand --palette sandstone - Verify the result by listing actors with the same prefix.
Example:
unreal-mcp-cli list-level-actors --kwargs "filter=SkillCastle max_results=40" - Run the dedicated verification command.
Example:
unreal-mcp-cli verify-basic-castle --prefix SkillCastle - If the user asks for cleanup or a rebuild, inspect
unreal-mcp-cli reset-basic-castle --helpand use it with the same prefix. - Report the created actor count, any missing labels, and whether the castle is complete.
Expectations
- Do not save the level unless the user asks for it.
- Prefer a unique prefix per run to avoid collisions with prior castle attempts.
- Use named variation presets when the user asks for a different silhouette or mood; use
--originand--yawwhen the user asks for a different placement. - If verification fails, report the missing labels and stop instead of guessing.
References
Source: runeape-sats/unreal-mcp — distributed by TomeVault.