| name | unreal-fab-assets |
| description | Acquire free Fab marketplace content through Unreal Engine's official Fab integration, then verify the imported Content Browser assets. Use when the user asks to find, download, add, or import Fab or Unreal Marketplace assets. Not for arbitrary file imports - use unreal-assets instead. |
| license | MIT |
| compatibility | Unreal Engine 5.3+, Python 3.9+ |
| allowed-tools | Read Bash |
| metadata | {"dcc-mcp":{"dcc":"unreal","version":"0.2.0","layer":"domain","stage":"interchange","depends":["app-ui","unreal-assets"],"search-hint":"unreal fab marketplace free asset download add to project license content browser","tags":["unreal","fab","marketplace","assets","pipeline"],"tools":"tools.yaml"}} |
Unreal Fab Assets
Use the official Fab window in Unreal Engine for acquisition. UE-format Fab
content must be added to a project through the Fab integration or Epic Games
Launcher; do not scrape listing downloads or reproduce Fab's authenticated
client.
Workflow
- Inventory the live Unreal instance and load
app-ui plus unreal-assets.
- Call
inspect_fab_session. It reports only a boolean authentication state;
access and refresh tokens never leave the Unreal process. Opening an
approved listing triggers Fab's persistent Epic login. If it still requires
login, call request_fab_login, let the user complete Epic's account portal,
then inspect again. Never request credentials from the user.
- Turn the user's art direction into an explicit visual gate before search:
required and rejected silhouette, material, palette, era, and animation
traits. Filter to Free, Unreal Engine format, and a version compatible
with the running engine. Reject a technically compatible listing when it
fails the visual gate; do not use low-poly or stylized stand-ins for a
realistic brief.
- Before acquisition, report the listing title, publisher, source URL,
license, supported engine version, and expected destination. Do not accept
a new EULA, acquire a listing, or add it to the project without task-scoped
user approval.
- Call
open_fab_listing with the approved listing UUID, then use the Fab
integration's Add to My Library and Add to Project flow through
scoped app-ui.
Never enter credentials, solve a CAPTCHA, bypass region/account policy, or
automate paid content. Stop on authentication or confirmation boundaries.
- Take a fresh snapshot after every UI action. When the download finishes,
verify the new package with
unreal_assets__list_assets and
unreal_assets__get_asset_info. For characters and creatures, also verify
skeletal mesh, skeleton, idle/move/attack/hit/death animation coverage, and
material instances before replacing a prototype asset.
- Record a compact manifest containing the listing metadata, license, source
URL, acquisition time, Content Browser paths, and verification result.
- Always finish with
app_ui__stop_computer_use, including failure and user
interruption paths.
Fab content may be incorporated into a packaged project under its listing
license. Do not redistribute downloaded source assets as a standalone bundle.
Scripts
prepare_free_asset_acquisition
inspect_fab_session
request_fab_login
open_fab_listing