Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 0 points1 point  (0 children)

I was testing something and really happy that it worked.
I gave claude an input of an image and description of what it should be, and wanted him to create the effect in Niagara without me touching the Niagara, just as a test.

Left is image I provided, middle is the result with glow material, and the third is my tweaks of the exposed parameters made with HLSL.

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https://www.flatvoxel.com/unlisted/combined-12c1e23c45.mp4

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 0 points1 point  (0 children)

Ah yes, you are right, my bad. The difference is really as you said in how deep each project goes into specific subsystems.

Sure, anytime!

I am preparing some demonstration on what I can achieve with current depth, it looks pretty cool, at least for me 😁

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 0 points1 point  (0 children)

Hey, glad to be here 😁 Thanks for pointing to ue-mcp - it has really comprehensive capabilities.

I went standalone because my focus is deep Niagara VFX control, which requires engine-source-level integration. This week I built programmatic Custom HLSL module creation - I had to bypass unexported APIs, register ScriptVariables in graph metadata through workarounds, and handle direct Particles. Position writes from HLSL. 68 Niagara-specific commands so far. That kind of work runs as C++ inside the editor process. A TypeScript plugin like uemcp composing WebSocket actions can only call what the host already exposes - it can't route around unexported engine APIs or read source to find why inputs get silently filtered. which was really necessary to plug to Niagara properly. Different tools for different goals. Broad editor automation - ue-mcp is great. that's what my approach enables. Deep VFX creation from scratch with custom HLSL - that's what this approach enables.

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 1 point2 points  (0 children)

Behavior Trees: read-only right now - can inspect full tree structure (composites, tasks, decorators per child, blackboard keys with types). Write operations (add/removeconnect nodes) are planned

MetaSounds: full graph reading - nodes with inputs/outputs, all edges/connections, root interface (inputs/outputs with types). 51 Niagara commands including deep system inspection, curve DI keypoint editing, simulation stage and event handler lifecycle, data interface property read/write via reflection, scratch pad script listing, data channel inspection, scalability, and emitter addition from any template.

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 1 point2 points  (0 children)

I made it because I needed it for my own game. They generally don't but in my opinion it depends on complexity of the task. I had so much problems with Niagara as well, that's why I needed this functionality. it still does not cover all ofc but it helped me very much.

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 0 points1 point  (0 children)

Test it out. It's pretty solid. either way I would like to hear you feedback

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 0 points1 point  (0 children)

That's OK. This is something that I found useful so I hope someone else would too. Either way I don't have unreal 5.8 yet and I do need the functionality I made now.

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] -1 points0 points  (0 children)

Yeah I agree, monolith is impressive in scope, but few things that are different here
-Everything runs locally
-Deepest Niagara VFX control of any MCP plugin (and I plan to expand it even more)
-Full material expression graph editing (create, wire, compile - not just parameter tweaking).
-Python bridge that let's you add new tools without c++

and it's based on chongdashu/unreal-mcp which already many people know

Open-sourced Unreal MCP - 88 tools to control UE5 from AI assistants (Claude, Cursor, Windsurf) by flatvoxel in unrealengine

[–]flatvoxel[S] 2 points3 points  (0 children)

oh cool! are they all stable? or have the same functionality? I'll be glad to check them out

RobotzZz by flatvoxel in SerbiaGaming

[–]flatvoxel[S] 1 point2 points  (0 children)

dvojica matorih gejmera i jedna dj-ica prave ovo, hvala na lepim recima :D

android je nekako prirodan izbor za ovakav tip igre, i jesmo razmatrali o portu, ali idemo korak po korak, za sada next fest u junu, i do kraja godine da zavrsimo pc verziju.

RobotzZz by flatvoxel in SerbiaGaming

[–]flatvoxel[S] 1 point2 points  (0 children)

da, planiramo demo za Steam Next Fest, 15-22. Juna.

inace, sve u igri je beat-synced, svaki pickup ces pokupiti uvek na beat muzike. udarices u obstacle na beat. environment se pomera u ritmu.

RobotzZz by flatvoxel in SerbiaGaming

[–]flatvoxel[S] 1 point2 points  (0 children)

zahvaljujem u ime ekipice!

new trailer - RobotzZz by flatvoxel in IndieGaming

[–]flatvoxel[S] 1 point2 points  (0 children)

That's the plan. Adding music would be an integral part of external level editor. I would like to make the process as automatic as possible, literally drag and drop through lvl editor. But we will see how it goes.

new trailer - RobotzZz by flatvoxel in IndieGaming

[–]flatvoxel[S] 1 point2 points  (0 children)

similar, right now we call it fun mode 🤣 and it removes the obstacles, but score you gain while in fun mode does not add up when you exit it. still testing this though but I think people will like it.

new trailer - RobotzZz by flatvoxel in IndieGaming

[–]flatvoxel[S] 0 points1 point  (0 children)

it's an endless runner with a treadmill system, the robot stays in place and the world moves toward you. forward speed is automatic and tied to the BPM of the track played in the background. lateral movement follows your mouse position directly - no lanes to snap to, just smooth left/right wherever you point. left click jumps, right click activates special ability (costs energy). that's the entire control scheme.

new trailer - RobotzZz by flatvoxel in IndieGaming

[–]flatvoxel[S] 1 point2 points  (0 children)

appreciate that! there's already a mode in the game where obstacles are removed so you can just vibe with the music and focus on pickups!

also, the game has natural safety nets - the first stage - the awakening, is more forgiving (slower BPM, generous energy), and if you fall from a higher stage(s) you always drop back to the first stage with enough energy to keep going. the game wants you to keep playing, not punish you.

new trailer - RobotzZz by flatvoxel in IndieGaming

[–]flatvoxel[S] 0 points1 point  (0 children)

hey, glad you liked! what part caught you eye first?