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bdb-unreal-mcp

Utilizes the Unreal Engine MCP server to control UE5 via a native C++ Automation Bridge plugin.

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Unreal Engine MCP — Integration and AI Agent Guide

This skill file instructs AI agents on how to interact with the Unreal Engine 5.8+ MCP Server. It details the tool capabilities, API schemas, design patterns, workflows, scripting rules, and troubleshooting steps for asset management, actor manipulation, and level automation.

1. Overview and Pipeline Value

The Unreal Engine MCP Server bridges AI assistants to Unreal Engine 5 (5.0–5.8+) using a native C++ McpAutomationBridge plugin. In the BDB OS ecosystem, this integration automates environment construction, material generation, cinematic sequences (Sequencer), Blueprint orchestration, and visual effects (Niagara).

Architecture

  • Dual Transport:
    • Native MCP Mode: Direct Streamable HTTP/SSE transport (http://localhost:3000/mcp) running inside the UE process. No Node.js required.
    • TypeScript Bridge Mode: Standard stdio-based bridge using a Node.js process proxying over WebSocket to the plugin's Automation Port (default 8091).
  • Discovery Mechanism: Automatically discovers runtime properties, light classes, debug shapes, and track types using Unreal reflection.
  • On-Demand Resilience: Starts gracefully and will auto-reconnect if the Unreal Editor goes offline or is restarted.

2. System Instructions

Workflow Priorities

  1. Introspection First: Always call inspect with action="inspect_class" or action="inspect_cdo" before mutating parameters. Never guess property names or paths.
  2. Path Conventions: Use Unreal paths starting with /Game/ (e.g., /Game/Materials/M_Chrome). Respect additional content mount prefixes registered in MCP_ADDITIONAL_PATH_PREFIXES.
  3. Safety Rules: Dangerous console commands are pattern-filtered by the bridge. Use high-level tools (manage_asset, control_actor) rather than running raw console commands.
  4. Python Scripting: For complex operations that require native API access not exposed via tools, use system_control with action="execute_python". Keep code size under 1MB.

3. Available Tools and API Parameters

The server exposes 23 canonical MCP tools.

ToolActionParametersDescription
manage_assetlist, search_assets, import, duplicate, rename, move, delete, create_folder, get_asset, get_dependencies, analyze_graph, set_tags, validate, create_material, create_material_instance, create_render_target, connect_material_pinsobjectPath: string, destinationPath?: string, tags?: objectCreates, deletes, queries, or modifies project assets and materials.
manage_blueprintcreate, get_blueprint, compile, add_component, set_default, get_scs, create_node, delete_node, connect_pinsblueprintPath: string, componentName?: string, properties?: objectManages Blueprints, SCS components, graph connections, and compilation.
control_actorspawn, spawn_blueprint, delete, delete_by_tag, duplicate, set_transform, get_transform, set_visibility, add_component, add_tag, attach, detachactorClass?: string, blueprintPath?: string, location: float[], rotation: float[], scale: float[]Controls spawning, physics, tags, and transforms of actors in the active level.
control_editorplay, stop, set_camera, console_command, screenshot, create_bookmarkcommand?: string, location?: float[], rotation?: float[]Triggers Play-In-Editor (PIE), positions viewports, and captures screenshots.
manage_levelload_level, save_level, save_level_as, stream, unload_level, create_level, build_lighting, add_sublevellevelPath: string, shouldSave?: booleanManages map loading, streaming, sublevel structure, and lighting builds.
build_environmentcreate_landscape, sculpt, paint_foliage, add_foliage_instances, create_procedural_terraindimensions?: int[], materialPath?: string, foliageType?: stringAutomates landscapes, terrain, and foliage placement.
system_controlexecute_python, console_command, run_tests, subscribe, unsubscribe, set_project_settingcode?: string, command?: stringLow-level execution, settings access, log subscriptions, and Python integration.
inspectinspect_object, inspect_class, inspect_cdo, set_property, get_propertyobjectPath: string, propertyName?: string, propertyValue?: anyReflective inspection of live CDO or instantiated object properties.
manage_sequencecreate, add_actor, play, add_keyframe, add_camera, add_tracksequencePath: string, actorPath?: string, time?: floatCreates and drives Sequencer cinematics, tracks, and camera paths.
manage_audiocreate_sound_cue, play_sound_2d, play_sound_at_location, create_audio_componentsoundPath: string, location?: float[]Manages MetaSounds, SoundCues, mixes, attenuation, and spatialized playback.
manage_aiadd_node, connect_nodes, set_node_properties, get_treetreePath: string, nodeClass?: stringBuilds and queries Behavior Trees, blackboard keys, and EQS queries.
manage_geometrycreate_box, boolean_union, boolean_subtract, extrude, auto_uv, convert_to_static_meshwidth?: float, height?: float, meshName?: stringProcedural modeling in editor using Unreal Geometry Script.

4. Code Recipes and Prompt Cookbook

Recipe 1: Inline Python Scripting via system_control

To create custom asset chains or perform batch automation directly via Unreal's Python API:

# Call tool: system_control(action="execute_python", params={"code": "..."})
import unreal

def setup_studio_lighting():
    # Retrieve subsystems
    editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
    
    # Spawn directional light
    dir_light_class = unreal.DirectionalLight.static_class()
    light_actor = editor_actor_subsystem.spawn_actor_from_class(dir_light_class, unreal.Vector(0, 0, 500))
    light_component = light_actor.get_component_by_class(unreal.DirectionalLightComponent.static_class())
    light_component.set_intensity(10.0)
    
    # Spawn sky light
    sky_light_class = unreal.SkyLight.static_class()
    sky_actor = editor_actor_subsystem.spawn_actor_from_class(sky_light_class, unreal.Vector(0, 0, 1000))
    
    unreal.log("Studio lighting initialized successfully.")

setup_studio_lighting()

Recipe 2: Procedural Geometry Construction

To create a procedural staircase using the Geometry Scripting API:

# Call tool: manage_geometry(action="create_stairs", params={"width": 200, "height": 300, "steps": 12})
# Followed by: manage_geometry(action="convert_to_static_mesh", params={"meshPath": "/Game/Geometry/SM_ProceduralStairs"})

Recipe 3: Material Instance Setup

Create a master material instance and override properties programmatically:

// Tool Call: manage_asset(action="create_material_instance")
{
  "parentMaterialPath": "/Game/Materials/M_MasterShader",
  "destinationPath": "/Game/Materials/Instances/MI_GlossyRed"
}

// Tool Call: inspect(action="set_property")
{
  "objectPath": "/Game/Materials/Instances/MI_GlossyRed",
  "propertyName": "VectorParameterValues",
  "propertyValue": {
    "ParameterName": "BaseColor",
    "ParameterValue": [1.0, 0.0, 0.0, 1.0]
  }
}

5. Troubleshooting and Connection Details

Connection Setup

  • Native Port: 3000 (Direct HTTP endpoint: http://localhost:3000/mcp)
  • Bridge Port: 8091 (Used for TS bridge to communicate with the C++ plugin)
  • Status Indicator: Look for ● MCP :3000 (X) in the Unreal Editor status bar (bottom-right). Green means active.

Command Verification

Verify port binding and server availability from terminal:

# Verify native server
curl http://localhost:3000/mcp/tools

Common Errors

  1. McpAutomationBridge not loaded: Make sure the plugin is enabled in your .uproject file under Plugins and that your project is compiled.
  2. Missing Python Subsystem: Ensure that the Python Editor Script Plugin and Editor Scripting Utilities are enabled in the editor preferences.
  3. Connection Timeout: If running over LAN, check that Listen Host is set to 0.0.0.0 and that the Allow Non Loopback setting is active in the project's plugin settings.

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