| name | unreal-mcp |
| description | Automate Unreal Engine editor scenes, actors, and renders. |
| version | 1.0.0 |
| requires | Unreal Editor 5.8+ with the Unreal MCP plugin enabled and its server running |
| author | Ouro |
| license | MIT |
| tags | ["unreal","unreal-engine","ue5","3d","mcp","scenes","cinematics","lighting","gamedev"] |
| platforms | ["linux","macos","windows"] |
| metadata | {"hermes":{"tags":["unreal","unreal-engine","ue5","3d","mcp","scenes","cinematics","lighting","gamedev"],"related_skills":[]}} |
Unreal Engine MCP Skill
Companion skill for the unreal-engine entry in the Ouro 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 (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).
Prerequisites
Two halves, in this order: the editor side must be up before Ouro connects.
One-time, editor side
- Unreal Editor 5.8+ with a project open. (macOS: full Xcode must be
installed and its license accepted — the editor exits on first launch
without it; see pitfalls.)
- Edit > Plugins — enable Unreal MCP (its Toolset Registry
dependency auto-enables). Restart the editor when prompted.
- The typed toolsets ship separately from the server: also enable the
AllToolsets plugin in the same Plugins browser. Unreal MCP ships NO
tools itself — AllToolsets provides the shipped toolsets (SceneTools,
ActorTools, MaterialInstanceTools, ObjectTools, …); skip it and the
server connects but the agent has nothing to call.
- Edit > Editor Preferences > General > Model Context Protocol — enable
Auto Start Server. Default bind is
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).
One-time, Ouro side
ouro 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 in
under to match.