umg-material-mcp

umg-material-mcp is a skill for Codex from winyunq/UnrealMotionGraphicsMCP. It costs 84 tokens per session (897 once invoked), scanned A, original, MIT.

A guide for creating, inspecting, editing, and validating Unreal Engine 5.8 material assets through UMG’s MCP material tools.

In plain words
What is it for?
Use it to author one-HLSL custom-node materials, set material types, update parameters and outputs, and validate material state.
Why use it?
It gives UI material work a controlled workflow and avoids directly modifying Unreal asset files.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to author one-HLSL custom-node materials, set material types, update parameters and outputs, and validate material state.

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Install with agentmods
npx agentmods add skills/winyunq/unrealmotiongraphicsmcp/umg-material-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 winyunq/UnrealMotionGraphicsMCP --skill umg-material-mcp
Clone the repo
git clone --depth 1 https://github.com/winyunq/UnrealMotionGraphicsMCP

Made for: 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 umg-material-mcp

README.md
[![agentmods](https://agentmods.dev/badge/skills/winyunq/unrealmotiongraphicsmcp/umg-material-mcp/github.svg)](https://agentmods.dev/skills/winyunq/unrealmotiongraphicsmcp/umg-material-mcp)
Your own site
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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 umg-material-mcp

Your own site · 80×15
<a href="https://agentmods.dev/skills/winyunq/unrealmotiongraphicsmcp/umg-material-mcp"><img src="https://agentmods.dev/badge/skills/winyunq/unrealmotiongraphicsmcp/umg-material-mcp.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 84 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 897 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00084 $0.00897
Opus 5 $0.00042 $0.00449
Sonnet 5 $0.00017 $0.00179
Haiku 4.5 $0.00008 $0.00090

Measured 12d ago against content hash c3bd1b0e6c8d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

umg-material-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 12d 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.

Skills/umg-material-mcp/SKILL.md · 60 lines

How it starts

The opening of the file, as written. The whole thing — 60 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UMG Material MCP

Use the Material HLSL MCP path for material authoring. Do not mutate .uasset files directly. Keep Unreal Editor open with the UMG MCP bridge listening before runtime tool calls.

For concrete command examples and regression cases, read demo-cases.md.

Primary Workflow

  1. Set or create the HLSL target with hlsl_set_target.

    • New targets default to UI material behavior.
    • For non-UI materials, pass type fields directly on hlsl_set_target: domain, blend_mode, shading_model, two_sided.
    • Prefer this over material_modify_type; that command is compatibility-only.
  2. Read with hlsl_get.

    • Treat the response as semantic state: HLSL text, parameter snapshot, and output_contract.
    • Do not request or reconstruct full material graphs unless the HLSL protocol cannot express the task.
  3. Write with hlsl_set(hlsl?, parameters?, outputs?).

    • hlsl_set is union-only: update existing entries and append missing entries.
    • It must not delete parameters or outputs.
    • Use parameters for Custom node inputs such as {"name":"Intensity","kind":"Scalar"}.
    • Use outputs for root material outputs such as "Roughness", "Metallic", "Normal", or objects with name, target, and type.
    • Additional outputs are UE5.8 Custom node AdditionalOutputs; assign same-name variables in HLSL, for example Roughness = 0.35;.
  4. Delete with hlsl_delete(names, confirm_delete=true, kind?).

    • Omit kind in the normal path.
    • If a name matches both parameter and output, expect failure with requires_kind: true; retry with kind="parameter" or kind="output".
    • Do not use hlsl_delete_parameter or hlsl_delete_output in primary flows; they are compatibility aliases.
  5. Compile with hlsl_compile.

    • Treat compile diagnostics as the feedback loop.
    • Prefer small repair writes with hlsl_set(hlsl=...) rather than resetting the target.

Protocol Rules

  • The material is represented as one HLSL program on a single Custom node.
  • The Custom node primary return is float4.
  • output_contract describes where rgb/a and any additional outputs are wired.
  • UI, PostProcess, LightFunction, and Unlit output rgb to EmissiveColor; lit Surface output rgb usually maps to BaseColor.
  • Alpha maps only when semantically useful: UI/translucent to Opacity, masked to OpacityMask.
  • Do not fall back to legacy material_* graph editing unless the requested operation cannot be modeled by HLSL target, parameters, outputs, delete, and compile.

Read the full file on GitHub · 60 lines

Files

What ships with it

2 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. 12d ago First seen · 60 lines · 84 tokens per session scan A c3bd1b0e6c8d

Subscribe to this mod's changes

umg-material-mcp is a skill published in the GitHub repository winyunq/UnrealMotionGraphicsMCP (198 stars, last pushed 1mo ago), licensed MIT. It adds 84 tokens to every session and 897 once invoked, about $0.0004 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 2026-08-30.

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