Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/Stramp/Lost-Mines-PhandelverWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-tools-mcp)<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-tools-mcp"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-tools-mcp/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-tools-mcp"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-tools-mcp.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00009 | $0.01307 |
| Opus 5 | $0.00005 | $0.00654 |
| Sonnet 5 | $0.00002 | $0.00261 |
| Haiku 4.5 | $0.00001 | $0.00131 |
Grade A, and why
unreal-tools-mcp scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 200 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tools and MCPs for Unreal Engine 5.7
Recommended MCPs (Model Context Protocol)
1. Unreal Engine MCP
Repository: https://github.com/flopperam/unreal-engine-mcp
Description: Allows controlling Unreal Engine 5.5+ via natural language commands.
Features:
- Create complex 3D worlds and architectural structures
- Build futuristic cities with skyscrapers
- Create complex mansions with multiple rooms
- Generate solvable mazes
Requirements:
- Unreal Engine 5.5+
- Python 3.12+
- MCP client (Cursor, Claude Desktop, Windsurf)
Installation:
# Clone repository
git clone https://github.com/flopperam/unreal-engine-mcp.git
# Follow installation instructions in README
2. General Useful MCPs
Documentation MCP
- Quick access to Unreal Engine documentation
- Search in APIs and references
- Code examples
File System MCP
- Navigation and manipulation of project files
- File search by pattern
- Batch operations
Git MCP
- Integrated Git operations
- Commits, branches, merges
- History and diffs
Development Tools
1. Visual Studio Tools for Unreal Engine
Link: https://learn.microsoft.com/pt-br/visualstudio/gamedev/unreal/get-started/vs-tools-unreal-install
Features:
- Unreal Engine logs in Visual Studio
- Macro visualization and expansion
- Add classes, modules and plugins
- Debug C++ code called by Blueprints
- View Blueprint information in debugger
- Locate references to Blueprints
Requirements:
- Visual Studio 17.7 or later
- Unreal Engine 4.27 or 5.0+
2. Recommended VS Code/Cursor Extensions
C++ Development
- C/C++ (Microsoft) - IntelliSense, debugging, code browsing
- C++ Intellisense - Improved autocomplete
- clangd - Language server for C++
Unreal Engine Specific
- Unreal Engine 4 Snippets - Snippets for UE4/UE5
- UnrealScript - Syntax highlighting
Git and Versioning
- GitLens - Advanced Git visualization
- Git History - File history
Productivity
- Error Lens - Shows errors inline
- Better Comments - Highlighted comments
- Todo Tree - TODO management
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 200 lines · 9 tokens per session scan A 7a1838f80ae6
unreal-tools-mcp is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It adds 9 tokens to every session and 1,307 once invoked, about $0.0000 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other cursor rules, from other repositories
08-client-server
Rules for separating client-side and server-side code in Fabric 1.14.4 Minecraft mods. Fabric is a Minecraft modding framework, and client code runs in the player’s game while server code runs the game world.
07-datagen
A project rule for Minecraft Fabric 1.14.4 resources, such as item models, block models, recipes, and language files. It requires these files to be written as JSON in the source resources folders because that version does not include the newer data-generation system.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
narrative-writing
A set of rules for writing and editing video-game narratives, connected to a narrative project. It requires the agent to load the project's writing context and story canon, which is the established set of story facts, before making changes.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
visual-and-observational-rules
Defines the visual aspects of the game and how the player observes the world. This includes map color-coding, screen effects, and the overall simulation style.