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.
npx skills add nobodyohm-web/Thot --skill unreal-mcpgit clone --depth 1 https://github.com/nobodyohm-web/ThotWrote 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/skills/nobodyohm-web/thot/unreal-mcp)<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.
<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>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 | $0.00017 | $0.03254 |
| Opus 5 | $0.00009 | $0.01627 |
| Sonnet 5 | $0.00003 | $0.00651 |
| Haiku 4.5 | $0.00002 | $0.00325 |
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.
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.
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
- 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.)
- Edit > Plugins — enable Unreal MCP (its Toolset Registry dependency auto-enables). Restart the editor when prompted.
- 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.
- 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 isunreal-mcp). To start manually instead, runModelContextProtocol.StartServerin the editor console (backtick key).
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.
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 · 255 lines · 17 tokens per session scan A adba4bd9dee3
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.
Other skills, from other repositories
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
unreal-mcp
Use when the user wants to do anything in Unreal Engine through Epic's official editor-embedded MCP server (catalog entry: unreal-engine) — build/light/populate scenes, place and transform actors, author Blueprints, animate with Sequencer, create material instances, frame cameras, take screenshots, render, import…
unreal-mcp
Use when the user wants to do anything in Unreal Engine through Epic's official editor-embedded MCP server (catalog entry: unreal-engine) — build/light/populate scenes, place and transform actors, author Blueprints, animate with Sequencer, create material instances, frame cameras, take screenshots, render, import…
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
level-actors
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.