brainstorming
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in software or out of it (a talk, a business, a renovation).
scenario-unreal-expertUse when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server, the Remote Control API, console commands and cvars; when a script breaks on 5.8 (EditorLevelLibrary, Remote Control calls refused, Substrate materials black, MRQ presets); when a lev…
Independent GitHub snapshot · Automated classification · Original documentation governs
Expert Unreal work is a loop run against numbers: set the budget, build one stage, measure it, look at it, fix it, then advance. An agent without a mouse gets there by choosing the right channel for each action, working like the Details panel (one transaction, explicit saves), and never trusting its own eyes alone. This skill is the protocol, the shared toolkit in scripts/, and the map to the team. Target: UE 5.8 on macOS Apple Silicon. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
Status (2026-09-24): UE 5.8 is not installed. Every in-engine call in scripts/ and references/ is not yet run in Unreal. The pure-Python parts ran offline and pass (eight test files, 314 checks on Python 3.14, 311 on 3.9). First action once the engine is installed: tests/code/unreal-expert/run_all.sh --live with UE_TEST_PROJECT set to a scratch project, then references/ue-5.8-traps.md section 7.
| Channel | Use for | Rules |
|---|---|---|
Epic Unreal MCP (plugin ModelContextProtocol, Experimental), your MCP client via .mcp.json | structured edits covered by shipped toolsets (actors, scene, material instances, Sequencer, PCG, UMG, animation), in the open editor | Enable Unreal MCP and All Toolsets; if "connected but can do nothing", add Editor Toolset, which Epic's webinar says the docs omit (Sam Deiter, k0tgmrBuIJc [00:18:13]). Start with -ModelContextProtocolStartServer -ModelContextProtocolPort=8000 or ModelContextProtocol.StartServer; ModelContextProtocol.GenerateClientConfig ClaudeCode writes .mcp.json; editor first, agent second. Calls run serially on the game thread: never overlap them. describe_toolset only for the toolset you need now: Niagara's is "almost a quarter of a million" (k0tgmrBuIJc [00:46:04]). Loopback, no auth. |
Editor Python in the running editor (ue_remote.PythonRemote, or a custom Python toolset on the MCP server) | loops, audits, anything toolsets lack, screenshots | Enable Python Remote Execution (Project Settings > Plugins > Python). Full unreal API; the editor ticks between calls. One call = one named transaction that reports what it did. |
Headless commandlet (ue_run.run_python, UnrealEditor-Cmd <uproject> -run=pythonscript) | audits, imports, batch edits, validation, CI, when no editor has the project open | No level loaded (map= loads one), fewer modules, no rendering. The boot waits for the Asset Registry (get_asset_registry().wait_for_completion(), 5.8 batch example); a job passes only on its boot's job-id UE_RESULT line, never on the exit code. A commandlet that saves must not touch a project an open editor has loaded: the editor holds a write lock (Jamie Dale, 0guOMTiwmhk [01:17:18]). |
Full editor, one shot (mode="editor": -ExecutePythonScript; mode="latent": ticking boot that quits after) | jobs needing full modules; latent: screenshots and renders without a running editor | -ExecutePythonScript shuts down right after the script, so nothing ticks; ue_run adds -ScriptErrorsAreFatal (5.5) so a failing script fails the process. Latent jobs are generators: yield = one tick. |
Remote Control API (ue_remote.RemoteControl, 127.0.0.1:30010) | batched property writes on known objects, live presets, -game builds | Off until WebControl.StartServer. 5.8 disables remote UFUNCTION calls by default with an allow list (5.8 release notes). C++ names, WRITE_TRANSACTION_ACCESS for undo, public EditAnywhere properties only. |
| Console and cvars | stats, view modes, quality switches, HighResShot | From Python unreal.SystemLibrary.execute_console_command(world, cmd) [verify]; at launch -DPCVars= (before init, overrides read-only cvars; Profiling with Purpose, C-AjCqjKRSs [00:14:13]), not -ExecCmds. Restore what you change. |
Commandlets and UAT (ue_run.run_commandlet, run_uat) | DataValidation, ResavePackages -fixupredirects, WorldPartitionBuilderCommandlet, BuildCookRun | Headless; parse the log (ue_run.scan_log). |
Capability matrix (from the 5.8 docs and talks; tests/code/unreal-expert/jobs/job_00_probe.py confirms or corrects each row):
| Action | MCP | Python, running editor | Headless commandlet | Remote Control |
|---|---|---|---|---|
| read and edit actors, assets, properties | toolsets | yes | yes (load the level first) | public EditAnywhere properties |
| material instances and parameters | MaterialInstanceTools | yes | yes | properties only |
| material graphs | toolset (large schema) | MaterialEditingLibrary, partial: some pins unexposed (Matt Oztalay, m6mJ9r7ytks [00:13:39]) | same | no |
| Blueprint graphs, AnimGraph [verify] | Blueprint toolset [verify scope] | 5.8 BlueprintGraphEditor [verify scope] | same | no |
| Niagara emitters and modules | toolset, huge schema | no emitter or module editing | no | user parameters |
| PCG graphs | PCG toolset, primitives, fire-and-forget calls | graph API [verify] | yes | no |
| screenshots, MRG stills, PIE | via Python toolset | yes | no (use mode="latent" or -game render CLI) | no |
| landscape sculpt, foliage paint, Fracture Mode | no | no | no | no |
| cook, package, validate | no | not the cook (in-editor cook removed in 5.9) | yes, UAT | no |
Graph editors and viewport tools, substitutes: Blueprints: logic in C++ (code project, Xcode) with data-only Blueprints; template Blueprints duplicated and their defaults set; never 150 Delay nodes or unjustified Event Tick (k0tgmrBuIJc [00:56:45], [00:57:19]). Materials: instances of approved masters; node graphs, never a whole-HLSL Custom node unless required (k0tgmrBuIJc [00:39:27]). Niagara: duplicate template systems, set user parameters. PCG: compose Epic's primitives and example graphs (lDf_y-YPELo [00:05:20]). Control Rig: its "Copy Python Script". Sculpting, painting, fracturing: heightmap import, PCG, Dataflow graphs, or a human step, said plainly.
Write locks and source control: ue_run lists UnrealEditor processes holding the project (ps); pass lock_check="refuse" for jobs that save. 5.8's PythonScript commandlet enables source control before the script, so saves can check out [verify with Perforce]; ResavePackages needs -autocheckout (redirectors doc). Stop when a file you must edit is not checked out (Bardoux, MjjkWH0eT3U [00:55:27]). OFPA changelists are submitted from inside the editor: partial submits leave dangling references (World Partition doc). Content a builder regenerates, such as PCG partition actors, stays out of changelists (TbNZ4GKaTow [00:26:23]).
Name the engine call behind every toolkit call, in plans as in reports: a reader without scripts/ must be able to check each step. Write ue_review.screenshot(p, 1920, 1080) (AutomationLibrary.take_high_res_screenshot, fallback HighResShot 1920x1080), cvars and console commands literally, and close with Verified (what ran, with the number, log line or frame that proves it) and Assumed (not run in Unreal, [verify] names, defaults taken). Mapping and template: references/toolkit-map.md.
ue_env.preflight() (chip, macOS, Xcode), ue_env.find_project() (plugins, path spaces), and the project settings that change the plan: r.Substrate, Lumen, VSM, Nanite, hardware ray tracing (ue_env.read_ini_value, or the probe). Upgraded projects keep old renderer settings [added].ue_audit.verdict for content; stat unit to classify (Frame, Game, Draw, GPU, RHIT), then Insights (lean capture for "are we on budget", rich with -statnamedevents for "why", about 20% overhead, C-AjCqjKRSs [00:11:27]); ue_stat.budget_check on CSV profiler or TraceQuery JSONL. Profile a cooked Development or Test build on target hardware; this Mac is a proxy for a console. Measure before any rewrite (VMZftEVDuCE [00:16:33]); when Insights cannot explain a hitch, add a sampling profiler (C-AjCqjKRSs [00:17:30]).ue_review.image_checks: Epic's lighting agent approved an all-white frame (lDf_y-YPELo [00:17:29]). review_images gives flags and a contact sheet in one call. Judge with the domain skill's references/critique.md. After a render, look for 5.8's on-screen exposure-range warning; an MRG frame that differs from the viewport: suspect Game Overrides first (fVg5ihB8Wdc [00:03:33]).ue_review.compare for before and after parity from the same views.Never report a level, material, shot or build as done without numbers and a frame you looked at.
| Brief | Chain | Deliverable |
|---|---|---|
| Open world or level | scenario-unreal-world-building, scenario-unreal-materials (landscape, RVT), scenario-unreal-lighting-rendering, scenario-unreal-performance | streamed level, HLODs, budget report |
| Material kit | scenario-unreal-materials, then scenario-unreal-lighting-rendering (test bench), scenario-unreal-performance (shader cost) | masters, instances, permutation audit |
| Lit interior or hero still | scenario-unreal-lighting-rendering (scenario-unreal-materials for emissives), scenario-unreal-cinematics for MRG output | gameplay lighting at budget, EXR still |
| Gameplay prototype | scenario-unreal-gameplay, scenario-unreal-animation, scenario-unreal-vfx for abilities, scenario-unreal-performance | playable map, automation tests |
| Character from Maya | scenario-unreal-pipeline-automation (import), scenario-unreal-animation, scenario-unreal-gameplay | retargeted, locomotion-ready character |
| Trailer | scenario-unreal-cinematics (scenario-unreal-animation, scenario-unreal-lighting-rendering) | Sequencer shots, reviewed renders |
| VFX or destruction | scenario-unreal-vfx, scenario-unreal-performance | systems within budget |
| Batch import and build | scenario-unreal-pipeline-automation, scenario-unreal-performance (packaging) | report, validated package |
| Frame-rate rescue | scenario-unreal-performance, routing fixes to owners | proof capture, parity frames |
Handoff contract: saved assets in a named folder, the ue_audit.verdict for the receiver's profile with no error, stat or trace numbers when performance matters, the frames the sender looked at with their image_checks, each toolkit call with its engine call, and the Verified and Assumed lists. Units are centimeters, Z-up [added]. Sister teams: scenario-maya-expert (1 unit = 1 cm, Y-up in Maya), scenario-zbrush-expert, scenario-blender-expert; scenario-3d for generated meshes to finish.
scripts/, in-engine parts not yet run in Unreal)Import: import sys; sys.path.insert(0, "<this skill>/scripts"). PythonRemote.call adds that folder in the editor for one call.
ue_env.py: find_engine(version=None) (editor, editor_cmd, uat, version; UE_ROOT override), find_project(path), preflight(), plan_plugins / enable_plugins (timestamped backup), read_ini_value, xcode_status.ue_run.py: run_python(uproject, script, args=None, map=None, timeout=1800, mode="commandlet"|"editor"|"latent", strict=False, lock_check="warn") returns the UE_RESULT envelope plus log scan and warnings; job side result(obj), args(), in_commandlet(), to_jsonable(), wait_for_registry(); run_commandlet(uproject, name, args), run_uat, build_buildcookrun, launch_editor(mcp_port=), stop_editor, editor_processes, scan_log, parse_ue_result.ue_remote.py: RemoteControl(host, port).info/describe/get_property/set_property/call/batch/search_assets/console, errors carry fix hints; PythonRemote().open/exec/call/close; McpHttp().health() (reachability, tool search); loopback_only(port), pie_path, cdo_path, python_cdo_path.ue_review.py: in editor set_camera, screenshot, wait_screenshot, screenshot_views, camera_views_from_actors, render_still (MRG or MRQ preset, own queue), wait_render; offline image_checks (histogram, clipped, crushed, EV-like, center vs surround, all_white, all_black, uniform, alpha), image_verdict, compare, contact_sheet, review_images, wait_for_file, build_render_command.ue_audit.py: in editor audit_assets(paths, rules, profile), collect_facts; anywhere evaluate, build_report, verdict(report, "game"|"cinematic"|"mobile"|"prototype"); Epic prefixes, texture size and compression, Nanite, collision, LODs, slots, instance parents, Custom HLSL, After-DOF translucency, redirectors.ue_stat.py: parse_stat_unit, parse_csv_profile + csv_frames, parse_jsonl + sniff_schema + trace_frames + timer_totals, budget_check(frames, target_ms), bound_by, summarize.Domain skills add scripts/ue_<domain>.py; they never copy these. The engine call behind each function: references/toolkit-map.md.
references/ue-5.8-traps.md)EditorLevelLibrary and EditorAssetLibrary are the old API: EditorActorSubsystem, LevelEditorSubsystem, UnrealEditorSubsystem, EditorAssetSubsystem via unreal.get_editor_subsystem. Epic's own 5.8 samples still use the old names. load_level discards unsaved changes; delete_asset force-deletes and may clear undo; destination_name is ignored under Interchange.r.Substrate before authoring.MoviePipelinePrimaryConfig (not Master); set_graph_preset() for graph jobs; end frames exclusive; H.264 node Windows only.DefaultBindAddress to the LAN likely exposes the unauthenticated MCP server too [added inference]./Users/Shared/Epic Games/UE_5.8/; the editor is Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor; the -Cmd location is [verify] and find_engine falls back to the editor with -run=; UAT is RunUAT.sh; cook platform Mac.references/ue-5.8-traps.md: every 5.8 change that breaks remembered code or old tutorials, with sources, and the first-run checklist. Load before writing code from memory.references/toolkit-map.md: the engine call, command or cvar behind every toolkit function, and the report format (engine call per step, Verified and Assumed).references/python-reliability.md: unreal module idioms and procedures (subsystems, paths, transactions, saving, get-or-create, marking what you create, the write lock and source control, latent work, imports, raw screenshot loop).references/sources.md: every source, with credentials, URLs and best timestamps.