← ClaudeAtlas

unreal-mcplisted

Use when the user wants to do anything in Unreal Engine through Epic's official editor-embedded MCP server (catalog entry: unreal-engine) — build/light/populate scenes, place and transform actors, author Blueprints, animate with Sequencer, create material instances, frame cameras, take screenshots, render, import assets, run PIE test sessions and automation tests, or automate the editor end-to-end from plain-English prompts with no Unreal knowledge required. Covers the tool-search discovery walk (list_toolsets/describe_toolset/call_tool), serial game-thread call discipline, ProgrammaticToolset batching, the Blueprint graph DSL loop, scene-craft numbers (physical light units, exposure, scale conventions), complete build recipes, save/undo hygiene, and extending the tool surface with custom Python toolsets.
dsivov/cohermes · ★ 1 · AI & Automation · score 73
Install: claude install-skill dsivov/cohermes
# 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 1. Unreal Editor **5.8+** with a project open. (macOS: full Xcode must be installed and its license acc