通过1Password CLI,将保存的密码和API密钥用于命令及配置模板,完成安装、认证、秘密值读取,并通过环境变量向命令传递凭据。
- 安装并配置1Password CLI
- 使用已保存的API密钥运行命令
- 向配置模板填入秘密值
操作Unreal Engine编辑器,放置场景物体,调整灯光、材质和相机构图。检查场景状态与视觉效果,并输出截图或渲染图。
Automate Unreal Engine editor scenes, actors, and renders.
操作Unreal Engine编辑器,搭建和拍摄三维场景。可放置、移动或删除Actor(场景中的物体),设置灯光与氛围,调整材质和相机构图,导入资产,并输出截图或渲染图。先检查场景及可用功能,再逐步进行小幅修改,每次检查状态与视觉效果并保存。
适合为游戏关卡布置物体,或制作并拍摄黄昏景色、昏暗室内等场景。用文字说明场景主题和氛围,即可委托它依次完成环境、灯光、材质和相机设置。
需要在Unreal Editor 5.8+中打开项目,启用Unreal MCP和AllToolsets并启动服务器,然后连接Hermes。macOS需要安装完整版Xcode并接受许可。插件处于实验阶段,修改不一定能可靠撤销。服务器仅限localhost使用;根据UE EULA,您有责任确认所连接的LLM是否将数据用于训练。
本介绍由 AI(OpenAI Codex)根据公开的 SKILL.md 撰写。准确的规格请查看下方原文。
AI 仅根据 SKILL.md 的内容,从 4 个方面进行了评估。星标数和热度不计入评估。
总分按每项 A=25 分、B=15 分、C=5 分相加。 由 AI(OpenAI Codex)于 2026年10月19日 评估。仅供参考,安装前请同时查看原文。
安装前可以查看交给 AI 代理的指令内容。
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.
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 (model in Blender 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).
Two halves, in this order: the editor side must be up before Hermes connects.
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).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.
ModelContextProtocol.StartServer manually).mcp_unreal_engine_*. If
they're missing: editor wasn't up first — start it, then open a new
Hermes session.mcp_unreal_engine_list_toolsets and confirm toolsets
come back.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.
Every Unreal task follows the same loop:
call_tool → AgentSkillToolset.ListSkills): a matching project skill's
instructions override this skill's generic defaults.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).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.references/tool-surface.md for
the capture options; vision_analyze the image — you are the art
director, judge it)./Game/...), file
locations of captures/renders.Rules of the world while you work:
references/scene-craft.md./Game/Folder/Asset.Asset for
project content, /Engine/BasicShapes/Cube.Cube for engine primitives.intensity: 10, and physical values blow
them out (references/scene-craft.md has the numbers,
references/pitfalls.md #12b has the calibration rule).The user gives intent, not specs. Translate before you build:
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.
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 |
mcp_unreal_engine_* tools = wrong order.mcp_servers.unreal-engine.timeout in ~/.hermes/config.yaml for
render/import-heavy sessions.ModelContextProtocol.RefreshTools in the editor console
and re-list_toolsets. New C++ UFUNCTIONs need a full editor restart —
Live Coding won't surface them.describe_toolset over memory, including this skill's
examples. When docs and the live schema disagree, the live schema wins.list_toolsets returns toolsets at session start (connection healthy)还没有评价。欢迎分享你的使用感受。
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通过1Password CLI,将保存的密码和API密钥用于命令及配置模板,完成安装、认证、秘密值读取,并通过环境变量向命令传递凭据。
创建用公式联动利润表、资产负债表和现金流量表的 Excel 模型,分阶段填入历史实际数据与预测假设,比较不同情景,并检查三张报表之间的一致性。
以少量修改让现有PyTorch训练代码适用于多GPU或多台机器,指导混合精度、节省内存的DeepSpeed与FSDP配置,以及训练启动方法。
帮助配置Hermes,通过Actual Computer在自己的设备上运行AI模型。支持加密中继与本地连接,涵盖模型选择、响应测试,以及请求报错或空响应的排查。
扮演不擅长技术、容易不满的用户测试应用,发现难懂的操作和导致放弃使用的障碍。将实际可改进的问题与个人抱怨分开,整理截图、修复建议和任务单。
从中立立场解决两个智能体分别修改代码产生的Git冲突,对照双方差异和意图,记录每处冲突的取舍理由,并通过构建或测试验证合并结果。