| name | install-cutscene-agent |
| description | Set up and verify the Cutscene Agent ecosystem for an Unreal Engine project. Use when an agent needs to detect missing Unreal Engine or Visual Studio C++ prerequisites, clone cutscene_agent and CutsceneProvider, install Python dependencies, enable and build the UE plugin, configure MCP clients or the Python CLI, open the demo sequence, start the MCP server, diagnose setup failures, and offer to generate the bundled offline demo as an end-to-end acceptance test. |
Install Cutscene Agent
Set up a working environment in which an AI agent can control an Unreal
Engine Level Sequence through CutsceneProvider MCP.
Read setup.md for verified Windows and UE 5.6 commands.
Read troubleshooting.md only when a step fails.
On Windows, run
scripts/check_windows_prerequisites.ps1
before installing or building the plugin.
Required Outcome
Do not report setup as complete until all of these are true:
cutscene_agent and CutsceneProvider are available locally.
- The bundled project exists at
cutscene_agent/demo/UE_CSAgent_demo, unless the user explicitly chooses
another UE project.
- CutsceneProvider is installed as
<UEProject>/Plugins/CutsceneProvider.
- The bundled asset table is copied from
demo/UE_CSAgent_demo/Setup/CutsceneAssets.xlsx to
<UEProject>/Plugins/CutsceneProvider/Content/Data/CutsceneAssets.xlsx.
PythonScriptPlugin, ControlRig, and CutsceneProvider are enabled.
- Unreal Engine and the required native build toolchain pass preflight.
- The UE editor target builds successfully when compilation is required.
- The CutsceneProvider panel starts the server at
http://localhost:8100/mcp.
- MCP initialization and
list_tools succeed.
- The asset table exists and is either non-empty or the user has been asked
to provide asset paths for registration.
- A Level Sequence is open and
get_sequence_content returns JSON.
- For the official demo, character, animation, and audio queries return the
bundled demo identifiers.
Workflow
- Inspect the host OS, Python version, Unreal Engine version, project path,
Git LFS availability, and existing repository paths.
- On Windows, run the prerequisite checker against the selected
.uproject.
If UE or the native toolchain is missing, stop and use the standard
messages in Missing Prerequisites. Do not continue to build, launch,
MCP, or demo validation.
- Clone only missing repositories. Keep the plugin folder name exactly
CutsceneProvider.
- Install
cutscene_agent/requirements.txt in an isolated Python
environment when possible.
- Use
cutscene_agent/demo/UE_CSAgent_demo as the default project. Do not
copy or regenerate ignored UE cache directories.
- Install or link CutsceneProvider into the UE project's
Plugins folder.
- Copy the bundled
CutsceneAssets.xlsx into the installed plugin's
Content/Data directory.
- Enable required plugins in the
.uproject.
- Build the editor target with UnrealBuildTool if the plugin has no
compatible binaries.
- Open the UE project and wait for plugin Python dependencies to install.
- Open
Tools -> Cutscene Tools -> Open Cutscene Panel, select/open the
working sequence, and click Start.
- Verify port
8100 and the MCP protocol. A plain HTTP response saying
Not Acceptable: Client must accept text/event-stream still proves that
the endpoint is responding.
- Check asset table readiness. For the bundled demo, the copied table should
already contain demo rows. For a custom project with an empty table, ask
the user for character Blueprint, animation, and audio asset paths before
cutscene generation.
- Verify sequence and asset readiness with read-only MCP calls.
- Ask the user whether to generate the bundled demo as an end-to-end
validation. If accepted, run the post-setup demo procedure below.
Missing Prerequisites
Treat missing UE or build tools as a resumable setup blocker, not as a
completed setup and not as a generic build failure.
If Unreal Engine is missing, say:
Unreal Engine <required-version> was not detected. Install that version
with Epic Games Launcher, or provide an existing UE installation path. The
directory must contain Engine/Binaries/Win64/UnrealEditor.exe and
Engine/Build/BatchFiles/Build.bat. After installation, I will rerun the
preflight check and continue from this step.
If the Windows C++ toolchain is missing or incomplete, say:
Unreal Engine was detected, but the UE C++ build toolchain is incomplete.
Install Visual Studio 2022 17.8 or newer and enable Game development with C++, MSVC v143 x64/x86 build tools, and a Windows 10 or Windows 11 SDK.
Visual Studio Tools for Unreal Engine is recommended. After installation,
I will rerun the preflight check and continue.
List the exact missing items returned by the script. Do not attempt to install
UE or Visual Studio silently. Do not proceed to the post-setup demo until
preflight and the real Build.bat invocation both succeed.
Only use -SkipBuildToolchainCheck when compatible prebuilt editor binaries
have been explicitly verified for the exact UE version and platform. Never
use it merely to bypass a failed check for the bundled source-based demo.
Post-Setup Demo Validation
After every successful setup, proactively ask:
Setup is complete. Would you like me to generate the bundled offline demo
in /Game/AIGC_sequence to verify character, audio, and animation control?
Do not silently skip this offer. If the user declines, report setup complete
without modifying the sequence.
If the user accepts:
- Read
../cutscene-gen/references/demo.md.
- Call
get_sequence_content before editing.
- If the sequence already contains bindings or tracks, do not clear or
duplicate them automatically. Explain the existing state and ask whether
to reset it or use another sequence.
- Confirm these identifiers through asset queries:
demo_mannequin
demo_standing_greeting
demo_sample_audio
- Execute the bundled demo sequentially:
add_character
get_sequence_content
add_character_audio
get_sequence_content
add_character_animation
get_sequence_content
- Verify the final sequence contains:
- binding
DemoMannequin
Base Audio Track with sample_audio
Base Animation Track with standing_greeting
- Report the verified result and ask the user to play the sequence in UE.
This acceptance test uses bundled offline assets and must not require TTS,
facial-animation, vision, or other online services.
Configuration Choice
Choose one control surface:
- Any MCP-capable agent: connect directly to CutsceneProvider at
http://localhost:8100/mcp, then use cutscene-gen.
- Python CLI agent: set
LLM_BASE_URL, LLM_API_KEY,
LLM_MODEL_NAME, and UE_MCP_URL in the process environment before
running python main.py.
The current CLI reads process environment variables directly. Do not assume
that merely creating a .env file loads it.
Safety
- Do not overwrite an existing UE project or unrelated plugin changes.
- Do not delete
Binaries, Intermediate, generated assets, or registry
files unless the user explicitly requests cleanup.
- Close Unreal Editor before rebuilding editor modules.
- Do not modify the user's global Visual Studio or Unreal Engine
installation. Detect and report prerequisites before requesting installs.
- Prefer a directory junction or symlink during local plugin development;
copy or submodule installation is more appropriate for distribution.
- Never copy or commit UE-generated
Binaries, Intermediate, Saved,
DerivedDataCache, or .vs directories.
- Do not vendor the CutsceneProvider checkout into the bundled demo. Install
or link it during setup.
- Make read-only MCP checks before modifying a sequence.
Handoff
After setup and the optional demo validation, direct the agent to
../cutscene-gen/SKILL.md for further cutscene
creation. Report concrete paths, endpoint, sequence name, available demo
identifiers, demo validation status, and any optional services that remain
unconfigured.