### Example AI Client Prompts Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md These are example prompts you can send to the MCP server to generate game assets or environments. They demonstrate the type of commands the server can interpret. ```bash > "Create a medieval castle with towers and walls" > "Generate a town square with fountain and buildings" > "Make a challenging maze for players to solve" ``` -------------------------------- ### Install Plugin for All Projects Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md Install the MCP plugin globally for all Unreal Engine projects by copying it to the Engine's plugin directory. Ensure you have the necessary permissions. ```bash cp -r UnrealMCP/ "C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/" # Edit → Plugins → Search "UnrealMCP" → Enable ``` -------------------------------- ### Construct a Cozy Cottage Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Use `construct_house` to build realistic houses. This example builds a cozy cottage at a specified location. ```bash # Cozy cottage construct_house(house_style="cottage", location=[-1000, 1000, 0]) ``` -------------------------------- ### Construct House Example Usage Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Python/README_advanced.md Demonstrates how to use the `construct_house` function with different styles and locations. Ensure the `construct_house` function is available in your environment. ```python construct_house(house_style="modern") construct_house(location=[1000, 0, 0], house_style="cottage") construct_house(width=1500, depth=1200, house_style="mansion") ``` -------------------------------- ### Launch the MCP Server Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md Start the local MCP server by navigating to the Python directory and running the specified Python script using 'uv'. ```bash cd Python uv run unreal_mcp_server_advanced.py ``` -------------------------------- ### Clone and Open Pre-Built Project Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md Use this option for a quick start by cloning the repository and opening the provided Unreal Engine project. The plugin is pre-installed and enabled. ```bash git clone https://github.com/flopperam/unreal-engine-mcp.git cd unreal-engine-mcp # Open FlopperamUnrealMCP/FlopperamUnrealMCP.uproject # The plugin is already installed and enabled ``` -------------------------------- ### Construct a Modern Family House Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Use `construct_house` to build realistic houses. This example creates a modern family home at the origin. ```bash # Modern family home construct_house(house_style="modern", location=[0, 0, 0]) ``` -------------------------------- ### Multi-AI City Building Challenge Setup Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Sets up two AI agents to build competing cities in designated zones. Each agent uses specific commands for city creation and landmark addition. ```bash LLM Agent 1 (West Team) Instructions: > *"🏗️ CITY BUILDER CHALLENGE! You're building in the WEST zone. Create the most spectacular city to win using:" > > `create_town(town_size="metropolis", architectural_style="futuristic", building_density=0.9, location=[-3000, 0, 0])` > > *"Add landmarks with create_tower() and create_arch() to make your city unique!" LLM Agent 2 (East Team) Instructions: > *"🏙️ CITY BUILDER SHOWDOWN! You're building in the EAST zone. Create an amazing city that beats the competition using:" > > `create_town(town_size="metropolis", architectural_style="downtown", building_density=0.8, location=[3000, 0, 0])` > > *"Use construct_house() for custom districts and create_maze() for parks!"* ``` -------------------------------- ### Construct a Large Mansion Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Use `construct_house` to build realistic houses. This example constructs a large mansion with specified dimensions. ```bash # Large mansion construct_house(width=1500, depth=1200, house_style="mansion", location=[2000, 0, 0]) ``` -------------------------------- ### Complete Example: Blue Cube Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md A sequence of MCP commands to create, configure, and compile a Blueprint for a blue cube actor. Spawning is implied but not shown in this snippet. ```bash # Create Blueprint create_blueprint(name="BP_BlueBox", parent_class="Actor") # Add mesh component add_component_to_blueprint( blueprint_name="BP_BlueBox", component_name="BoxMesh", component_type="StaticMeshComponent" ) # Set cube geometry set_static_mesh_properties( blueprint_name="BP_BlueBox", component_name="BoxMesh", static_mesh="/Engine/BasicShapes/Cube.Cube" ) ``` -------------------------------- ### Traffic Light System Setup Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md This bash snippet outlines the creation of spheres for a traffic light system, indicating their color and relative vertical position. ```bash # Red light (top) # ... create red sphere at [0, 0, 400] # Yellow light (middle) # ... create yellow sphere at [0, 0, 200] # Green light (bottom) # ... create green sphere at [0, 0, 0] ``` -------------------------------- ### Create a Cylindrical Tower Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Use `create_tower` to build architectural towers. This example creates a 15-level cylindrical tower. ```bash create_tower(height=15, base_size=6, tower_style="cylindrical", location=[1000, 0, 0]) ``` -------------------------------- ### Complete Example: Red Sphere Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md A full sequence of MCP commands to create, configure, compile, and spawn a red sphere actor in Unreal Engine. ```bash # Create Blueprint create_blueprint(name="BP_RedBall", parent_class="Actor") # Add mesh component add_component_to_blueprint( blueprint_name="BP_RedBall", component_name="BallMesh", component_type="StaticMeshComponent" ) # Set sphere geometry set_static_mesh_properties( blueprint_name="BP_RedBall", component_name="BallMesh", static_mesh="/Engine/BasicShapes/Sphere.Sphere" ) # Apply red color (BaseColor parameter) set_mesh_material_color( blueprint_name="BP_RedBall", component_name="BallMesh", color=[1.0, 0.0, 0.0, 1.0], material_path="/Engine/BasicShapes/BasicShapeMaterial", parameter_name="BaseColor" ) # Apply red color (Color parameter backup) set_mesh_material_color( blueprint_name="BP_RedBall", component_name="BallMesh", color=[1.0, 0.0, 0.0, 1.0], material_path="/Engine/BasicShapes/BasicShapeMaterial", parameter_name="Color" ) # Compile Blueprint compile_blueprint(blueprint_name="BP_RedBall") # Spawn the red ball spawn_blueprint_actor( actor_name="RedBallInstance", blueprint_name="BP_RedBall", location=[0, 0, 200] ) ``` -------------------------------- ### Orient: Get Blueprint Overview Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md Use `bp_brief` for a compact overview of a blueprint's structure. `bp_inspect` provides more detailed, targeted queries on blueprint elements. ```text bp_brief(blueprint_path) ``` ```text bp_inspect({queries: [...]}) ``` ```text bp_export(blueprint_path) ``` ```text search_assets ``` -------------------------------- ### Check MCP Installation Status Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/DEBUGGING.md Verify that the MCP package has been successfully installed in your Python environment. This command imports the mcp module and prints a success message if the import works. ```bash python -c "import mcp; print('MCP installed successfully')" ``` -------------------------------- ### Generate a Large Maze Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Use `create_maze` to generate solvable mazes. This example creates a 12x12 maze with 4-block high walls and 250cm cells. ```bash create_maze(rows=12, cols=12, wall_height=4, cell_size=250, location=[0, 0, 0]) ``` -------------------------------- ### Upgrade Pip for MCP Installation Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/DEBUGGING.md Upgrade your pip package installer if you encounter issues during the MCP package installation. This ensures you have the latest version of pip, which may resolve compatibility problems. ```bash C:\\Python311\\python.exe -m pip install --upgrade pip ``` -------------------------------- ### Install MCP Python Module Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/DEBUGGING.md Install the MCP package into your Python environment to resolve 'ModuleNotFoundError'. Use the specific Python executable path if multiple versions are present. ```bash C:\\Python311\\python.exe -m pip install mcp ``` ```bash python -m pip install mcp ``` -------------------------------- ### Create Property Development Showcase Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Showcase a property development with different housing options, including luxury, family, and starter homes. ```bash # Luxury Section 1. construct_house(house_style="mansion", width=1500, depth=1200, location=[0, 0, 0]) 2. create_arch(radius=250, segments=8, location=[0, 800, 0]) # Grand entrance # Family Section 3. construct_house(house_style="modern", location=[1000, 0, 0]) 4. construct_house(house_style="modern", location=[1000, 600, 0]) # Starter Homes Section 5. construct_house(house_style="cottage", location=[2000, 0, 0]) 6. construct_house(house_style="cottage", location=[2000, 400, 0]) 7. construct_house(house_style="cottage", location=[2400, 200, 0]) ``` -------------------------------- ### Create Counter Blueprint Workflow Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/blueprint-graph-guide.md Demonstrates the steps to create a Blueprint that increments and displays a counter. Includes variable creation, node addition, and execution flow connection. ```bash # Step 1: Create variable > "Create an integer variable called Counter in BP_Counter" → create_variable("BP_Counter", "Counter", "int", default_value=0, is_public=true) # Step 2: Add BeginPlay event > "Add BeginPlay event to BP_Counter" → add_node("BP_Counter", "Event", event_type="BeginPlay", pos_x=0, pos_y=0) # Step 3: Add Variable Get node > "Add a node to get the Counter variable in BP_Counter" → add_node("BP_Counter", "VariableGet", variable_name="Counter", pos_x=300, pos_y=0) # Step 4: Add Print node > "Add a Print node to display the counter value" → add_node("BP_Counter", "Print", message="Counter: ", pos_x=600, pos_y=0) # Step 5: Connect execution flow > "Connect BeginPlay to the Print node" → connect_nodes("BP_Counter", "K2Node_Event_0", "then", "K2Node_CallFunction_2", "execute") ``` -------------------------------- ### Configure VS Code/Copilot for Hosted Flop MCP Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/README.md Place this JSON configuration in your .vscode/mcp.json file to enable connection to the Flopperam MCP server. Remember to substitute YOUR_API_KEY with your personal API key. ```json { "servers": { "flopperam-unreal": { "type": "http", "url": "https://agent.flopperam.com/mcp", "headers": { "Authorization": "Bearer YOUR_API_KEY" } } } } ``` -------------------------------- ### Add a Get Variable node Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/blueprint-graph-guide.md Adds a VariableGet node to a Blueprint to read the value of an existing variable. Ensure the variable exists in the Blueprint. ```bash > "Add a Get Variable node for 'Speed' to BP_MyActor" → add_node("BP_MyActor", "VariableGet", variable_name="Speed", pos_x=200, pos_y=100) ``` -------------------------------- ### Configure Cursor IDE for Hosted Flop MCP Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/README.md Add this configuration to your project's .cursor/mcp.json or global ~/.cursor/mcp.json file to connect Cursor to the Flopperam MCP server. Replace YOUR_API_KEY with your actual API key. ```json { "mcpServers": { "flopperam-unreal": { "url": "https://agent.flopperam.com/mcp", "headers": { "Authorization": "Bearer YOUR_API_KEY" } } } } ``` -------------------------------- ### Create Material Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/material-vfx/SKILL.md Use this command to create a new base material asset. Ensure the material path is correctly specified. ```python material_edit(operation="create_material", material_path="/Game/Materials/M_MyMaterial") ``` -------------------------------- ### Create Downtown District with Skyscrapers Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generates a large downtown area with high building density and adds specific landmark towers. Adjust density and tower parameters for desired urban look. ```bash 1. create_town(town_size="large", architectural_style="downtown", building_density=0.9, location=[0, 0, 0]) 2. create_tower(height=20, base_size=4, tower_style="square", location=[500, 500, 0]) # Landmark tower 3. create_tower(height=15, base_size=3, tower_style="square", location=[-400, 600, 0]) # Additional skyscraper ``` -------------------------------- ### Create Physics Playground with Ramp Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Sets up a physics area with a pyramid and a ramp for balls to knock it down. The ramp's orientation and length can be adjusted for different launch dynamics. ```bash 1. create_pyramid(base_size=4, block_size=100, location=[0, 0, 0]) 5. create_wall(length=3, height=1, orientation="x", location=[-700, 0, 0]) # Launch ramp ``` -------------------------------- ### Hosted Flop MCP Architecture Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/README.md Diagram illustrating the architecture of the hosted Flop MCP, showing the flow from AI clients to the Flop MCP server and then to the FlopAI Plugin within Unreal Engine. ```mermaid graph TB A[AI Client
Cursor / Claude Code / Windsurf / Cline] -->|MCP Protocol
Streamable HTTP| B[Flop MCP Server
agent.flopperam.com/mcp] B -->|WebSocket| C[FlopAI Plugin
C++ / Python Bridge] C -->|Native API| D[Unreal Engine 5.5+ Editor & Runtime] B --> E[50+ Tools] E --> F[Blueprint Authoring] E --> G[Scene & Level] E --> H[Materials & VFX] E --> I[Animation & AI] E --> J[Landscape & Foliage] E --> K[Cinematics & Audio] ``` -------------------------------- ### Create and Configure Green Cylinder Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md Creates a green cylinder blueprint, adds a static mesh component, sets its properties, applies green color to material parameters, compiles, and spawns it. Ensure correct component types and material paths. ```bash # Create and configure green cylinder create_blueprint(name="BP_GreenCylinder", parent_class="Actor") add_component_to_blueprint( blueprint_name="BP_GreenCylinder", component_name="CylinderMesh", component_type="StaticMeshComponent" ) set_static_mesh_properties( blueprint_name="BP_GreenCylinder", component_name="CylinderMesh", static_mesh="/Engine/BasicShapes/Cylinder.Cylinder" ) # Green color application set_mesh_material_color( blueprint_name="BP_GreenCylinder", component_name="CylinderMesh", color=[0.0, 1.0, 0.0, 1.0], material_path="/Engine/BasicShapes/BasicShapeMaterial", parameter_name="BaseColor" ) set_mesh_material_color( blueprint_name="BP_GreenCylinder", component_name="CylinderMesh", color=[0.0, 1.0, 0.0, 1.0], material_path="/Engine/BasicShapes/BasicShapeMaterial", parameter_name="Color" ) compile_blueprint(blueprint_name="BP_GreenCylinder") spawn_blueprint_actor( actor_name="GreenCylinderInstance", blueprint_name="BP_GreenCylinder", location=[-300, 0, 200] ) ``` -------------------------------- ### Create a New Blueprint Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/blueprint-graph-guide.md Creates a new Blueprint asset in the project. Specify the desired Blueprint name and its parent class. ```bash > "Create a new Blueprint called BP_HelloWorld" → create_blueprint("BP_HelloWorld", "Actor") ``` -------------------------------- ### Create Medieval Architectural Elements Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generate medieval architectural elements like houses and walls. ```bash 3. construct_house(house_style="cottage", location=[-200, 0, 0]) 4. create_wall(length=5, height=3, orientation="x", location=[-300, 200, 0]) ``` -------------------------------- ### MCP Server Configuration for AI Clients Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md Configure your AI client (Cursor, Claude Desktop, or Windsurf) to connect to the local MCP server by adding the provided JSON configuration to its settings file. Ensure the 'command' and 'args' correctly point to your 'uv' executable and server script. ```json { "mcpServers": { "unrealMCP": { "command": "uv", "args": [ "--directory", "/path/to/unreal-engine-mcp/Python", "run", "unreal_mcp_server_advanced.py" ] } } } ``` -------------------------------- ### Create Futuristic Architectural Elements Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generate futuristic architectural elements like towns. ```bash 7. create_town(town_size="small", architectural_style="futuristic", location=[1200, 0, 0]) ``` -------------------------------- ### Blueprint Authoring Cycle Overview Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md This represents the general workflow for blueprint authoring, showing the sequence of operations from orientation to verification. Some steps can be skipped for trivial edits. ```text orient (bp_brief / bp_inspect) → probe (bp_dry_run) → create (bp_create) → author (narrow writes) → commit (bp_commit) → verify (bp_inspect / pie_test_bp) ``` -------------------------------- ### Create Fantasy Village Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Build a magical fantasy village with mystical elements using various MCP tools. ```bash 1. construct_house(house_style="cottage", location=[0, 0, 0]) # Wizard's cottage 2. construct_house(house_style="cottage", location=[400, 300, 0]) # Villager house 1 3. construct_house(house_style="cottage", location=[-300, 400, 0]) # Villager house 2 4. create_tower(height=15, base_size=2, tower_style="tapered", location=[200, -200, 0]) # Wizard tower 5. create_arch(radius=200, segments=8, location=[0, 500, 0]) # Mystical portal 6. create_maze(rows=6, cols=6, wall_height=2, location=[-600, 0, 0]) # Enchanted hedge maze ``` -------------------------------- ### Create Blueprint Asset Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md Commands for creating new blueprint assets. `bp_create` supports creation from a parent class, baking an existing actor, or creating interface/enum/struct types. ```text bp_create(op=from_parent, blueprint_path, parent_class, components?, variables?, interfaces?) ``` ```text bp_create(op=from_actor, actor_label, package_path, name) ``` ```text bp_create(op=interface|enum|struct) ``` -------------------------------- ### Probe: Static Validation with bp_dry_run Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md Use `bp_dry_run` for pre-apply validation. `check_intent` catches basic errors, while `check_spec` runs the composer's full dry-run. ```text bp_dry_run(op=check_intent, intent=[...]) ``` ```text bp_dry_run(op=check_spec, blueprint_path, spec_json) ``` -------------------------------- ### Construct Modern House with Garden Spheres Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generates a modern house and adds decorative spheres to a garden area. Ensure the house dimensions and sphere locations are suitable for the scene. ```bash 1. construct_house(house_style="modern", width=1200, depth=800, location=[0, 0, 0]) 2. create_pyramid(base_size=2, block_size=50, location=[800, 400, 0]) # Garden feature 3. spawn_physics_blueprint_actor (name="GardenSphere1", mesh_path="/Engine/BasicShapes/Sphere.Sphere", location=[600, 200, 50]) 4. spawn_physics_blueprint_actor (name="GardenSphere2", mesh_path="/Engine/BasicShapes/Sphere.Sphere", location=[700, 300, 50]) ``` -------------------------------- ### Create Seasonal Versions of a Location (Spring) Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generate a spring version of a location, including a house and foliage. ```bash construct_house(house_style="cottage", location=[0, 0, 0]) # Add green spheres as "foliage" spawn_physics_blueprint_actor (name="Tree1", mesh_path="/Engine/BasicShapes/Sphere.Sphere", location=[300, 300, 100]) spawn_physics_blueprint_actor (name="Tree2", mesh_path="/Engine/BasicShapes/Sphere.Sphere", location=[-200, 400, 100]) ``` -------------------------------- ### Open-Source Local MCP Architecture Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/README.md Diagram illustrating the architecture of the open-source local Flop MCP, detailing the connection between AI clients, a Python server, and the UnrealMCP Plugin within Unreal Engine. ```mermaid graph TB A[AI Client
Cursor / Claude / Windsurf] -->|MCP Protocol
stdio| B[Python Server
unreal_mcp_server_advanced.py] B -->|TCP Socket| C[UnrealMCP Plugin
C++] C -->|Native API| D[Unreal Engine 5.5+ Editor] B --> E[Tools] E --> F[World Building] E --> G[Physics & Materials] E --> H[Blueprint System] E --> I[Actor Management] ``` -------------------------------- ### Create Modern Architectural Elements Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generate modern architectural elements like houses and towers. ```bash 5. construct_house(house_style="modern", location=[400, 0, 0]) 6. create_tower(height=12, base_size=3, tower_style="square", location=[600, 0, 0]) ``` -------------------------------- ### Verify Blueprint Integrity Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md Verify blueprints using `bp_brief` or `bp_inspect` for structural checks. Use `pie_test_bp` for runtime behavioral verification, as compile-clean blueprints can still have runtime bugs. ```text bp_brief ``` ```text bp_inspect ``` ```text pie_test_bp ``` -------------------------------- ### Configure Cline/Local LLMs for Hosted Flop MCP Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/README.md This JSON configuration is for Cline or other local LLM clients (like Ollama, LM Studio) to connect to the Flopperam MCP server. Replace YOUR_API_KEY with your provided API key. ```json { "mcpServers": { "flopperam-unreal": { "type": "streamableHttp", "url": "https://agent.flopperam.com/mcp", "headers": { "Authorization": "Bearer YOUR_API_KEY" } } } } ``` -------------------------------- ### Build Medieval Castle Complex Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Constructs a medieval castle with a main keep, defensive walls, and cylindrical towers. Adjust wall and tower parameters for desired scale and appearance. ```bash 1. construct_house(house_style="mansion", width=1000, depth=1000, location=[0, 0, 0]) # Main keep 2. create_tower(height=12, base_size=3, tower_style="cylindrical", location=[-600, -600, 0]) # Corner tower 3. create_tower(height=12, base_size=3, tower_style="cylindrical", location=[600, -600, 0]) # Corner tower 4. create_wall(length=12, height=4, orientation="x", location=[-600, -800, 0]) # North wall 5. create_wall(length=12, height=4, orientation="y", location=[-800, -600, 0]) # West wall 6. create_arch(radius=200, segments=8, location=[0, -800, 0]) # Grand entrance ``` -------------------------------- ### Run Advanced MCP Server Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Python/README_advanced.md Command to execute the streamlined Unreal MCP server. This script provides access to the advanced composition and building tools. ```bash python unreal_mcp_server_advanced.py ``` -------------------------------- ### Create Multiple Colored Spheres Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md Creates a generic sphere blueprint and then iterates through a list of colors and locations to spawn multiple instances with different colors. Ensure the base blueprint is created and compiled before spawning instances. ```bash # Create base Blueprint once create_blueprint(name="BP_GenericSphere", parent_class="Actor") add_component_to_blueprint( blueprint_name="BP_GenericSphere", component_name="SphereMesh", component_type="StaticMeshComponent" ) set_static_mesh_properties( blueprint_name="BP_GenericSphere", component_name="SphereMesh", static_mesh="/Engine/BasicShapes/Sphere.Sphere" ) # Apply different colors and spawn multiple instances colors = [ ([1.0, 0.0, 0.0, 1.0], [0, 0, 200]), # Red at origin ([0.0, 1.0, 0.0, 1.0], [300, 0, 200]), # Green to the right ([0.0, 0.0, 1.0, 1.0], [600, 0, 200]), # Blue further right ] for i, (color, location) in enumerate(colors): # Set color for this instance set_mesh_material_color( blueprint_name="BP_GenericSphere", component_name="SphereMesh", color=color, material_path="/Engine/BasicShapes/BasicShapeMaterial", parameter_name="BaseColor" ) compile_blueprint(blueprint_name="BP_GenericSphere") spawn_blueprint_actor( actor_name=f"Sphere_{i}", blueprint_name="BP_GenericSphere", location=location ) ``` -------------------------------- ### Compile and Spawn Blue Box Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md Compiles the blueprint for the blue box and spawns an instance of it in the scene at a specified location. Ensure the blueprint is compiled before spawning. ```bash compile_blueprint(blueprint_name="BP_BlueBox") spawn_blueprint_actor( actor_name="BlueBoxInstance", blueprint_name="BP_BlueBox", location=[300, 0, 200] ) ``` -------------------------------- ### Create Seasonal Versions of a Location (Winter) Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generate a winter version of a location, including a house and snow blocks. ```bash construct_house(house_style="cottage", location=[0, 0, 0]) # Add white cubes as "snow blocks" spawn_actor(name="Snow1", type="StaticMeshActor", location=[100, 100, 25]) spawn_actor(name="Snow2", type="StaticMeshActor", location=[200, 150, 25]) ``` -------------------------------- ### Create Ancient/Classical Architectural Elements Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generate ancient or classical architectural elements like arches and towers. ```bash 1. create_arch(radius=300, segments=10, location=[-1000, 0, 0]) 2. create_tower(height=8, base_size=4, tower_style="cylindrical", location=[-800, 0, 0]) ``` -------------------------------- ### Create a Medium Modern Town Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Use `create_town` to generate urban environments. Specify town size, architectural style, building density, and location. ```bash create_town(town_size="medium", architectural_style="modern", building_density=0.8, location=[0, 0, 0]) ``` -------------------------------- ### Configure Claude Desktop for MCP Server Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/DEBUGGING.md Create or update the claude_desktop_config.json file to specify the MCP server command and arguments. Ensure the path to the server script is correct for your system. ```json { "mcpServers": { "unreal-advanced": { "command": "python", "args": [ "C:\\Path\\To\\Your\\unreal-engine-mcp\\Python\\unreal_mcp_server_advanced.py" ] } } } ``` -------------------------------- ### Configure Claude Code for Hosted Flop MCP Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/README.md Use this command in your terminal to add the Flopperam MCP server configuration to Claude Code. Ensure you replace YOUR_API_KEY with your actual API key. ```bash claude mcp add -H "Authorization: Bearer YOUR_API_KEY" --transport http flopperam-unreal https://agent.flopperam.com/mcp ``` -------------------------------- ### construct_house Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Build realistic multi-room houses with architectural details. ```APIDOC ## construct_house ### Description Build realistic multi-room houses with architectural details. ### Parameters #### Path Parameters - `width` (int): House width in centimeters (default: 1200) - `depth` (int): House depth in centimeters (default: 1000) - `height` (int): Wall height in centimeters (default: 600) - `location` (array): House center position - `house_style` (string): "modern", "cottage", or "mansion" - `mesh` (string): Static mesh asset path - `name_prefix` (string): Prefix for house components ### Features - Foundation & Floor: Proper structural base - Room Division: Interior walls creating realistic spaces - Windows & Doors: Authentic openings with proper sizing - Pitched Roof: Angled rooftop instead of flat surface - Style Variations: Different proportions and decorative elements ### Request Example ```bash # Modern family home construct_house(house_style="modern", location=[0, 0, 0]) # Large mansion construct_house(width=1500, depth=1200, house_style="mansion", location=[2000, 0, 0]) # Cozy cottage construct_house(house_style="cottage", location=[-1000, 1000, 0]) ``` ``` -------------------------------- ### Configure Enhanced Input with bp_input Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md Use `bp_input` to create Input Actions, Input Modifier Composite, key mappings, modifiers, and triggers in a single call. ```text bp_input({actions: [...], bindings: [...], bind?: {...}}) ``` -------------------------------- ### Create Blueprint Class Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md Creates a new Blueprint class, typically an Actor, to serve as a base for custom objects. ```bash create_blueprint(name="BP_ColoredSphere", parent_class="Actor") ``` -------------------------------- ### Add Plugin to Existing Project Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md Integrate the MCP plugin into your current Unreal Engine project by copying the plugin files and enabling it within the Unreal Editor. ```bash cp -r UnrealMCP/ YourProject/Plugins/ # Enable in Unreal Editor # Edit → Plugins → Search "UnrealMCP" → Enable → Restart Editor ``` -------------------------------- ### Create and Connect Nodes Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/blueprint-graph-guide.md Store node IDs returned from add_node() to establish connections between nodes. This is a good practice for managing node relationships. ```python # Good practice: Store node IDs event_node = add_node("BP_MyActor", "Event", event_type="BeginPlay") print_node = add_node("BP_MyActor", "Print", message="Hello") # Use IDs for connections connect_nodes("BP_MyActor", event_node["node_id"], "then", print_node["node_id"], "execute") ``` -------------------------------- ### Inspect Material Before Editing Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/material-vfx/SKILL.md Always run `material_inspect` before editing an existing material to understand its current structure, connections, and references. ```text material_inspect ``` -------------------------------- ### Collaborative World Building - District Assignments Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Assigns tasks to multiple AI agents for building different districts of a city. Includes commands for residential, commercial, and entertainment zones. ```bash # AI 1: Residential District construct_house(house_style="cottage", location=[-1000, -1000, 0]) construct_house(house_style="modern", location=[-500, -1000, 0]) construct_house(house_style="cottage", location=[-1000, -500, 0]) # AI 2: Commercial District create_town(town_size="small", architectural_style="downtown", location=[0, 0, 0]) create_tower(height=15, base_size=5, tower_style="square", location=[200, 200, 0]) # AI 3: Entertainment District create_maze(rows=10, cols=10, location=[1000, 0, 0]) ``` -------------------------------- ### Commit Blueprint Changes Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md Use `bp_commit` to compile the blueprint, auto-layout graphs, and generate a health report. Investigate all warnings, as 'UpToDateWithWarnings' is not a success state. ```text bp_commit(blueprint_path) ``` -------------------------------- ### Generate Game Level with Challenge Areas Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Generate a complete game level with multiple challenge areas using a phased approach. ```bash 1. create_maze(rows=12, cols=12, wall_height=3, location=[0, 0, 0]) # Central maze 2. create_town(town_size="small", location=[2000, 0, 0]) # Safe zone ``` ```bash 4. create_pyramid(base_size=3, location=[0, 2000, 0]) # Climbable structure 6. spawn_physics_blueprint_actor (name="MovableCrate", location=[500, 500, 50]) # Interactive object ``` ```bash 9. construct_house(house_style="cottage", location=[1800, 200, 0]) # Quest hub building ``` -------------------------------- ### create_tower Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Build architectural towers with various styles and decorative elements. ```APIDOC ## create_tower ### Description Build architectural towers with various styles and decorative elements. ### Parameters #### Path Parameters - `height` (int): Number of vertical levels (default: 10) - `base_size` (int): Base diameter/width (default: 4) - `tower_style` (string): "cylindrical", "square", or "tapered" - `block_size` (float): Size of building blocks in cm - `location` (array): Tower base center position - `mesh` (string): Static mesh for blocks - `name_prefix` (string): Actor naming prefix ### Styles - Cylindrical: Round tower with blocks in circular pattern - Square: Hollow square tower with corner reinforcements - Tapered: Tower that narrows toward the top ### Request Example ```bash create_tower(height=15, base_size=6, tower_style="cylindrical", location=[1000, 0, 0]) ``` ``` -------------------------------- ### Author Wiring with bp_wire Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/skills/blueprint-authoring/SKILL.md Use `bp_wire` for batched operations on execution and data edges, pin defaults, and pin operations. Ensure both exec and data edges are included in a single call. ```text bp_wire({blueprint_path, graph, edges: [...], defaults: [...], pin_ops: [...]}) ``` -------------------------------- ### Check Xcode and SDK Version on macOS Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md Verify your Xcode and SDK versions on macOS. This is a prerequisite for patching the Unreal Engine SDK configuration if you encounter compilation errors. ```bash xcodebuild -version xcrun --show-sdk-version ``` -------------------------------- ### Add LLVM Version Mapping for Xcode Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/LOCAL_SETUP.md Extend the 'AppleVersionToLLVMVersions' array in the Apple SDK configuration to include a mapping for your specific Xcode version. This is crucial for correct LLVM toolchain selection during compilation. ```json { "AppleVersionToLLVMVersions": [ "14.0.0-14.0.0", "14.0.3-15.0.0", "15.0.0-16.0.0", "16.0.0-17.0.6", "16.3.0-19.1.4", "YOUR_XCODE_VERSION.0.0-19.1.4" // e.g., "26.0.0-19.1.4" for Xcode 26.x ] } ``` -------------------------------- ### Compile Blueprint Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/blueprint-graph-guide.md Compile the Blueprint after adding nodes and connections to ensure changes are applied. This is a crucial step for updating the Blueprint. ```bash compile_blueprint("BP_MyActor") ``` -------------------------------- ### create_pyramid Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Build stepped pyramids from stacked blocks. ```APIDOC ## create_pyramid ### Description Build stepped pyramids from stacked blocks. ### Parameters #### Path Parameters - `base_size` (int): Number of blocks on base edge (default: 3) - `block_size` (float): Edge length of each block in cm (default: 100) - `location` (array): Pyramid base center - `mesh` (string): Static mesh asset path - `name_prefix` (string): Actor naming prefix ``` -------------------------------- ### create_staircase Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Build stepped staircases with configurable dimensions. ```APIDOC ## create_staircase ### Description Build stepped staircases with configurable dimensions. ### Parameters #### Path Parameters - `steps` (int): Number of steps (default: 5) - `step_size` (array): [width, depth, height] of each step (default: [100, 100, 50]) - `location` (array): Staircase starting position - `mesh` (string): Static mesh asset path - `name_prefix` (string): Actor naming prefix ``` -------------------------------- ### Apply Backup Color Parameter to Mesh Material Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md Sets the 'Color' parameter of a mesh's material, serving as a fallback for different material versions. Ensures color compatibility. ```bash set_mesh_material_color( blueprint_name="BP_ColoredSphere", component_name="SphereMesh", color=[1.0, 0.0, 0.0, 1.0], # Same red color material_path="/Engine/BasicShapes/BasicShapeMaterial", parameter_name="Color" ) ``` -------------------------------- ### Compile Blueprint Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md Compiles a specified Blueprint class to apply all its modifications. This step is crucial before spawning actors based on the Blueprint. ```bash compile_blueprint(blueprint_name="BP_ColoredSphere") ``` -------------------------------- ### Build Suburban Neighborhood with Arch Entrance Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/prompt-examples.md Constructs a suburban area with various house styles and adds an archway as a neighborhood entrance. Ensure house locations do not overlap. ```bash 1. construct_house(house_style="modern", location=[0, 0, 0]) 2. construct_house(house_style="cottage", location=[800, 0, 0]) 3. construct_house(house_style="mansion", location=[1600, 0, 0]) 4. construct_house(house_style="modern", location=[0, 800, 0]) 5. create_arch(radius=150, segments=6, location=[800, 400, 0]) # Neighborhood entrance ``` -------------------------------- ### create_town Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Create complete urban environments with buildings, roads, and infrastructure. ```APIDOC ## create_town ### Description Create complete urban environments with buildings, roads, and infrastructure. ### Parameters #### Path Parameters - `town_size` (string): "small", "medium", "large", or "metropolis" - `architectural_style` (string): "modern", "medieval", "suburban", "downtown", "mixed", or "futuristic" - `building_density` (float): How packed the buildings are (0.0-1.0) - `location` (array): [X, Y, Z] world position for town center - `include_infrastructure` (bool): Add roads, utilities, etc. - `name_prefix` (string): Prefix for spawned building actors ### Request Example ```bash create_town(town_size="medium", architectural_style="modern", building_density=0.8, location=[0, 0, 0]) ``` ``` -------------------------------- ### Create and Spawn Colored Spheres Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/colored-shapes-tutorial.md This Python code iterates through a list of colors to create unique blueprints and spawn actors for each color, arranging them in a line. ```python colors = [ [1.0, 0.0, 0.0, 1.0], # Red [1.0, 0.5, 0.0, 1.0], # Orange [1.0, 1.0, 0.0, 1.0], # Yellow [0.0, 1.0, 0.0, 1.0], # Green [0.0, 0.0, 1.0, 1.0], # Blue [0.5, 0.0, 1.0, 1.0], # Indigo [1.0, 0.0, 1.0, 1.0], # Violet ] for i, color in enumerate(colors): # Create unique Blueprint for each color create_blueprint(name=f"BP_Rainbow_{i}", parent_class="Actor") # ... (rest of setup process) spawn_blueprint_actor( actor_name=f"RainbowSphere_{i}", blueprint_name=f"BP_Rainbow_{i}", location=[i * 300, 0, 200] ) ``` -------------------------------- ### Add a BeginPlay event node Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/blueprint-graph-guide.md Adds a BeginPlay event node to a specified Blueprint. This is useful for triggering logic when an actor begins its lifecycle. ```bash > "Add a BeginPlay event node to BP_MyActor" → add_node("BP_MyActor", "Event", event_type="BeginPlay", pos_x=0, pos_y=0) ``` -------------------------------- ### spawn_physics_blueprint_actor Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Creates actors with custom physics properties and materials. This function allows for detailed configuration of physics simulation, mass, and gravity for newly spawned actors. ```APIDOC ## spawn_physics_blueprint_actor ### Description Create actors with custom physics properties and materials. ### Parameters #### Path Parameters - `name` (string): Actor name (must be unique) - `mesh_path` (string): Path to static mesh asset - `location` (array): Spawn position (default: [0, 0, 0]) - `mass` (float): Physics mass in kg (default: 1.0) - `simulate_physics` (bool): Enable physics simulation (default: true) - `gravity_enabled` (bool): Enable gravity effects (default: true) ### Process 1. Creates temporary Blueprint class 2. Adds StaticMeshComponent with specified mesh 3. Configures physics properties 4. Compiles Blueprint and spawns actor ``` -------------------------------- ### create_wall Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Generate straight walls from repeated block elements. ```APIDOC ## create_wall ### Description Generate straight walls from repeated block elements. ### Parameters #### Path Parameters - `length` (int): Number of blocks along wall (default: 5) - `height` (int): Number of block layers vertically (default: 2) - `block_size` (float): Block dimensions in cm (default: 100) - `location` (array): Wall starting position - `orientation` (string): Direction to extend - "x" or "y" - `mesh` (string): Static mesh asset path - `name_prefix` (string): Actor naming prefix ``` -------------------------------- ### create_arch Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Create decorative arch structures using blocks arranged in semicircles. ```APIDOC ## create_arch ### Description Create decorative arch structures using blocks arranged in semicircles. ### Parameters #### Path Parameters - `radius` (float): Arch radius in centimeters (default: 300) - `segments` (int): Number of blocks forming the arch (default: 6) - `location` (array): Arch center base position - `mesh` (string): Static mesh asset path - `name_prefix` (string): Actor naming prefix ``` -------------------------------- ### Connect Blueprint Nodes Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/blueprint-graph-guide.md Connects two nodes in a Blueprint, establishing execution or data flow. Ensure you have the correct blueprint name, node IDs, and pin names. ```python connect_nodes( blueprint_name: str, # Name of the Blueprint source_node_id: str, # ID of the source node (from add_node return) source_pin_name: str, # Output pin name (e.g., "then", "execute") target_node_id: str, # ID of the target node target_pin_name: str # Input pin name (e.g., "execute") ) ``` ```bash > "Connect the BeginPlay event to the Print node in BP_MyActor" → connect_nodes("BP_MyActor", "K2Node_Event_0", "then", "K2Node_CallFunction_1", "execute") ``` -------------------------------- ### create_maze Source: https://github.com/flopperam/unreal-engine-mcp/blob/main/Guides/tools-reference.md Generate solvable mazes using recursive backtracking algorithm. ```APIDOC ## create_maze ### Description Generate solvable mazes using recursive backtracking algorithm. ### Parameters #### Path Parameters - `rows` (int): Maze height in cells (default: 8) - `cols` (int): Maze width in cells (default: 8) - `cell_size` (float): Size of each maze cell in cm (default: 300) - `wall_height` (int): Height of walls in block layers (default: 3) - `location` (array): Maze center position ### Features - Guaranteed Solvable: Uses recursive backtracking for valid paths - Clear Entrance/Exit: Marked with distinctive objects - Open Top Design: Walls are limited height for aerial viewing - No Dead Ends: Every area is accessible ### Request Example ```bash create_maze(rows=12, cols=12, wall_height=4, cell_size=250, location=[0, 0, 0]) ``` ```