unreal-mcp

unreal-mcp is a skill for Claude Code, Codex from nobodyohm-web/Thot. It costs 17 tokens per session (3,254 once invoked), scanned A, a copy of unreal-mcp, MIT.

A guide for controlling Unreal Engine, a tool for building interactive 3D worlds, through its editor connection. It helps an agent create scenes, change actors and materials, set cameras and lighting, and capture renders.

In plain words
What is it for?
Use it to build or dress levels, place or move objects, tune lighting and materials, frame shots, import assets, inspect scenes, run editor tests, and capture screenshots or renders.
Why use it?
It removes the need to perform routine Unreal Editor actions by hand while helping sequence and check multi-step scene work.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code.

Good fit Use it to build or dress levels, place or move objects, tune lighting and materials, frame shots, import assets, inspect scenes, run editor tests, and capture screenshots or renders.

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Install with agentmods
npx agentmods add skills/nobodyohm-web/thot/unreal-mcp
Install

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.

Any agent
npx skills add nobodyohm-web/Thot --skill unreal-mcp
Clone the repo
git clone --depth 1 https://github.com/nobodyohm-web/Thot

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for unreal-mcp

README.md
[![agentmods](https://agentmods.dev/badge/skills/nobodyohm-web/thot/unreal-mcp/github.svg)](https://agentmods.dev/skills/nobodyohm-web/thot/unreal-mcp)
Your own site
<a href="https://agentmods.dev/skills/nobodyohm-web/thot/unreal-mcp"><img src="https://agentmods.dev/badge/skills/nobodyohm-web/thot/unreal-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.

agentmods 80×15 button for unreal-mcp

Your own site · 80×15
<a href="https://agentmods.dev/skills/nobodyohm-web/thot/unreal-mcp"><img src="https://agentmods.dev/badge/skills/nobodyohm-web/thot/unreal-mcp.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 17 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,254 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00017 $0.03254
Opus 5 $0.00009 $0.01627
Sonnet 5 $0.00003 $0.00651
Haiku 4.5 $0.00002 $0.00325

Measured 9d ago against content hash adba4bd9dee3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unreal-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.

Origin

This is a copy

100% identical to unreal-mcp — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

hermes/optional-skills/creative/unreal-mcp/SKILL.md · 255 lines

How it starts

The opening of the file, as written. The whole thing — 255 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Engine MCP Skill

Companion skill for the unreal-engine entry in the Hermes MCP catalog. The MCP server (Epic's official, experimental "Unreal MCP" plugin, internal id ModelContextProtocol) runs INSIDE the Unreal Editor process and exposes editor functionality as typed tools. This skill teaches how to drive it well: discovering the live tool surface, sequencing calls safely, translating plain-English asks into scenes that actually look good, and verifying work visually. The user should never need to touch the editor beyond launching it.

When to Use

Use when the user wants anything done in Unreal Engine: build or dress a level, spawn/move/delete actors, set up lighting and atmosphere, create or tune material instances, frame a camera shot, capture screenshots or renders, import assets, inspect the scene or UI, run automation tests, or script the editor. Works for single actions ("make the sun golden hour") and for complete multi-step projects ("build me a moody forest clearing with a campfire and render a shot of it").

Don't use for: DCC-style mesh modeling/sculpting (model in Blender and import the result), or for editing Unreal C++ project source (that's normal code work — use the terminal; this skill is about the live editor).

Prerequisites

Two halves, in this order: the editor side must be up before Hermes connects.

One-time, editor side

  1. Unreal Editor 5.8+ with a project open. (macOS: full Xcode must be installed and its license accepted — the editor exits on first launch without it; see pitfalls.)
  2. Edit > Plugins — enable Unreal MCP (its Toolset Registry dependency auto-enables). Restart the editor when prompted.
  3. The typed toolsets ship separately from the server: also enable the AllToolsets plugin in the same Plugins browser. Unreal MCP ships NO tools itself — AllToolsets provides the shipped toolsets (SceneTools, ActorTools, MaterialInstanceTools, ObjectTools, …); skip it and the server connects but the agent has nothing to call.
  4. Edit > Editor Preferences > General > Model Context Protocol — enable Auto Start Server. Default bind is http://127.0.0.1:8000/mcp (port/path configurable in the same panel; server name is unreal-mcp). To start manually instead, run ModelContextProtocol.StartServer in the editor console (backtick key).

Read the full file on GitHub · 255 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. 9d ago First seen · 255 lines · 17 tokens per session scan A adba4bd9dee3

Subscribe to this mod's changes

unreal-mcp is a skill published in the GitHub repository nobodyohm-web/Thot (0 stars, last pushed 16d ago), licensed MIT. It adds 17 tokens to every session and 3,254 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unreal-mcp, differing in 0 lines, and is treated as a copy.