| name | scene-building |
| description | Scene and world building workflow for the Flopperam Unreal Engine MCP. Covers actor management, landscape sculpting, foliage scattering, AI setup, cinematics, and level verification. Use when placing actors, building environments, working with landscapes/foliage, setting up AI characters, or creating Level Sequences.
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Scene & World Building Workflow
Core Pattern: Observe → Execute → Verify
- Observe —
scene_brief for level overview, scene_query for specific actors, search_assets for meshes/materials
- Execute —
scene_compose for batch placement, domain tools for specific systems
- Verify —
scene_query with spatial filters to confirm, pie_test_scene for runtime behavior
Scene Queries & Placement
Finding Things
scene_brief — compact level overview (actor counts, classes, bounds)
scene_query — find actors by class/label/tag/folder with spatial filters (near, box, frustum)
search_assets — Content Browser search by name/prefix/class (returns asset paths, NOT actor labels)
asset_references — dependency graphs (what does X reference, what references X)
project_context — engine version, plugins, project settings, maps, content stats
Scene tools work on actors (placed instances). search_assets works on assets (reusable files). Never confuse the two.
Placing Things
scene_compose declaratively spawns/modifies/deletes actors with prefabs + patterns. Prefer it over looping scene_query writes.
Actor Management
actor_inspect — drill into one actor (components, properties, transform)
- Use
scene_compose to modify transforms, delete actors, or batch-manage scene objects
Landscape & Terrain
Inspection
landscape_inspect — height/slope/normal queries, statistics, find flat areas, paint-layer listing.
Editing
landscape_edit handles:
- Lifecycle — create/resize/delete landscapes
- Sculpting — raise, lower, smooth, flatten, erosion
- Semantic features — mountains, valleys, craters, plateaus, terraces
- Paint layers — create and apply landscape material layers
- Heightmap — import/export
Always inspect before editing to understand current terrain state.
Foliage
foliage_inspect — list types + counts
foliage_edit — create FoliageTypes, scatter (circles/rectangles/by weight layer), place exact transforms, remove by radius or type
Materials & Shading
material_inspect — read-only (overview, expressions, connections, parameters, textures, shader stats, parent chain). Run BEFORE material_edit on existing materials.
material_edit — create materials/instances/functions/Parameter Collections, author expression graphs. Auto-retries single-input pin name resolution.
VFX (Niagara & Chaos)
niagara_inspect → niagara_edit for systems/emitters/parameters/renderers
niagara_script_edit for reusable NiagaraScript module graphs
chaos_edit for Geometry Collections (fracture, clustering, damage thresholds)
ramp_authoring for curve assets (UCurveFloat/Vector/LinearColor) — create the curve FIRST, then reference from the consumer
AI & Behavior Trees
Full setup workflow:
behavior_tree with create_blackboard → create keys (TargetActor, PatrolLocation, etc.)
behavior_tree with create_behavior_tree → create the BT asset
behavior_tree with set_blackboard_on_bt → link Blackboard to BT
behavior_tree with build_behavior_tree → build tree structure (selectors, sequences, tasks, decorators)
behavior_tree with create_ai_controller → create controller referencing the BT
behavior_tree with validate_behavior_tree → validate
Also covers: AI perception, NavMesh, EQS queries, StateTrees, Smart Objects, runtime BT + blackboard inspection in PIE.
Gameplay Abilities
gas_edit — Gameplay Abilities (tags, cost, cooldown, activation), Effects (duration, modifiers, stacking), Attribute Sets
tag_registry_edit — project-wide Gameplay Tag hierarchy
Cinematics
sequencer_edit creates Level Sequences with:
- Actor bindings
- Transform / animation / audio / camera / event / fade tracks
- Keyframes with interpolation control
- Camera cuts
Audio
metasound_edit — procedural audio (MetaSound graphs: oscillators, filters, envelopes, mixers, sample players)
sound_asset_edit — SoundCue graphs, SoundClass hierarchy, SoundAttenuation curves
Procedural Content
pcg_graph_edit — PCG graphs with point generators, samplers, filters, density operators, mesh spawners with typed pin wiring.
Physics
collision_profile_edit — collision profiles, physical materials, object type responses.
Editor Utilities
editor_actions — save, undo, redo, select, focus, build lighting/navigation, compile, PIE start/stop, viewport mode
editor_log — Output Log + Message Log with verbosity filter + time window
performance_audit — triangle counts, actor counts by class, mesh complexity, texture memory, optimization warnings
window_capture — viewport screenshot as PNG
Runtime Verification
pie_test_scene — free-tier PIE harness with:
- Narrow input whitelist (console, wait, spawn_actor, play_sequence, fire_damage)
- Lifecycle + VFX + audio + visual-regression assertions
- Auto-plan mode from task description
Use after any scene change that affects runtime behavior.
Data Assets
asset_factory — single entry for:
- Enums / Structs
- DataTables (CRUD rows, bulk JSON import)
- DataAssets (any subclass)
- Enhanced Input (IA + IMC + key mappings + modifiers + triggers)
- Safe Blueprint deletion (crash-safe path)