Use when manage multiple local CLI agents via tmux sessions (start/stop/monitor/assign) with cron-friendly scheduling.
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Utilizes the Unreal Engine MCP server to control UE5 via a native C++ Automation Bridge plugin.
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实测评分 未实测
查看安装方法安装前可以查看交给 AI 代理的指令内容。
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.
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).
http://localhost:3000/mcp) running inside the UE process. No Node.js required.8091).inspect with action="inspect_class" or action="inspect_cdo" before mutating parameters. Never guess property names or paths./Game/ (e.g., /Game/Materials/M_Chrome). Respect additional content mount prefixes registered in MCP_ADDITIONAL_PATH_PREFIXES.manage_asset, control_actor) rather than running raw console commands.system_control with action="execute_python". Keep code size under 1MB.The server exposes 23 canonical MCP tools.
| Tool | Action | Parameters | Description |
|---|---|---|---|
manage_asset | list, 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_pins | objectPath: string, destinationPath?: string, tags?: object | Creates, deletes, queries, or modifies project assets and materials. |
manage_blueprint | create, get_blueprint, compile, add_component, set_default, get_scs, create_node, delete_node, connect_pins | blueprintPath: string, componentName?: string, properties?: object | Manages Blueprints, SCS components, graph connections, and compilation. |
control_actor | spawn, spawn_blueprint, delete, delete_by_tag, duplicate, set_transform, get_transform, set_visibility, add_component, add_tag, attach, detach | actorClass?: string, blueprintPath?: string, location: float[], rotation: float[], scale: float[] | Controls spawning, physics, tags, and transforms of actors in the active level. |
control_editor | play, stop, set_camera, console_command, screenshot, create_bookmark | command?: string, location?: float[], rotation?: float[] | Triggers Play-In-Editor (PIE), positions viewports, and captures screenshots. |
manage_level | load_level, save_level, save_level_as, stream, unload_level, create_level, build_lighting, add_sublevel | levelPath: string, shouldSave?: boolean | Manages map loading, streaming, sublevel structure, and lighting builds. |
build_environment | create_landscape, sculpt, paint_foliage, add_foliage_instances, create_procedural_terrain | dimensions?: int[], materialPath?: string, foliageType?: string | Automates landscapes, terrain, and foliage placement. |
system_control | execute_python, console_command, run_tests, subscribe, unsubscribe, set_project_setting | code?: string, command?: string | Low-level execution, settings access, log subscriptions, and Python integration. |
inspect | inspect_object, inspect_class, inspect_cdo, set_property, get_property | objectPath: string, propertyName?: string, propertyValue?: any | Reflective inspection of live CDO or instantiated object properties. |
manage_sequence | create, add_actor, play, add_keyframe, add_camera, add_track | sequencePath: string, actorPath?: string, time?: float | Creates and drives Sequencer cinematics, tracks, and camera paths. |
manage_audio | create_sound_cue, play_sound_2d, play_sound_at_location, create_audio_component | soundPath: string, location?: float[] | Manages MetaSounds, SoundCues, mixes, attenuation, and spatialized playback. |
manage_ai | add_node, connect_nodes, set_node_properties, get_tree | treePath: string, nodeClass?: string | Builds and queries Behavior Trees, blackboard keys, and EQS queries. |
manage_geometry | create_box, boolean_union, boolean_subtract, extrude, auto_uv, convert_to_static_mesh | width?: float, height?: float, meshName?: string | Procedural modeling in editor using Unreal Geometry Script. |
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()
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"})
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]
}
}
3000 (Direct HTTP endpoint: http://localhost:3000/mcp)8091 (Used for TS bridge to communicate with the C++ plugin)● MCP :3000 (X) in the Unreal Editor status bar (bottom-right). Green means active.Verify port binding and server availability from terminal:
# Verify native server
curl http://localhost:3000/mcp/tools
McpAutomationBridge not loaded: Make sure the plugin is enabled in your .uproject file under Plugins and that your project is compiled.Missing Python Subsystem: Ensure that the Python Editor Script Plugin and Editor Scripting Utilities are enabled in the editor preferences.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.还没有评价。欢迎分享你的使用感受。
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Use when manage multiple local CLI agents via tmux sessions (start/stop/monitor/assign) with cron-friendly scheduling.
中文简介正在准备中。当前显示原文说明。
Use when a hybrid memory system that provides persistent, searchable knowledge management for AI agents (Architecture, Patterns, Decisions).
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Reference for how BDB structures autonomous software engineering work — the seven-node dispatcher graph (Architect, TechLead, UI/UX, Engineering, Media/EventTech, Reviewer, Shipping) that /startcycle-graph actually runs. Use when you need the high-level lifecycle framing without inventing your own process.
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Tools are how AI agents interact with the world. A well-designed tool is the difference between an agent that works and one that hallucinates, fails silently, or costs 10x more tokens than necessary. This skill covers tool design from schema to error handling.
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Harness patterns for coding agents — memory, permissions, context engineering, delegation, skills, hooks, bootstrap.
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agenttrail: live map of a multi-agent build in the browser: which plan component is being worked on, by which agent or harness, what is done and what is stuck. Use when a multi-agent pipeline starts (/startcycle, /startcycle-graph, /teamwork-preview) or after a plan-canvas approve, when the user asks to see what the agents are doing ("live map", "build board", "who is running now"), or by yourself whenever a multi-agent run is under way — no user prompt needed.
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