UE-MCP

Neon Shrine Demo

Neon Shrine Demo documentation.

The Neon Shrine is a built-in 19-step demo that builds a lit scene from scratch: materials, geometry, lights, fog, post process, Niagara, PCG, a level sequence and an editor utility widget. Running it checks that the bridge works end to end after install.

Running the demo

The editor must be connected: project(action="get_status") reports editorConnected: true. The demo creates its own level at /Game/Demo/DemoLevel and writes its assets under /Game/Demo/.

demo(action="get_steps")              # index, id and description of every step
demo(action="step", step=1)           # run one step; stepIndex is an alias
demo(action="step", step=19)
demo(action="step")                   # no step: the step list

Or ask your agent to run the Neon Shrine demo.

Steps are not idempotent. Running a step again spawns a second set of Demo_ actors.

Cleanup

demo(action="cleanup")

Cleanup switches the editor to /Game/MCP_Home (creating it on first use), destroys every actor whose label starts with Demo_ in that level, deletes the demo's materials, Niagara system, PCG graph, level sequence and DemoLevel, then deletes /Game/Demo when it is empty. It has no inverse; rebuilding means running steps 1 to 19 again.

demo(action="go_home") switches the editor to /Game/MCP_Home on its own, for use before anything that would leave the editor on an Untitled map.

Steps

#StepBuilds
1create_levelNew level at /Game/Demo/DemoLevel
2materialsThree materials: floor, glow, pillar
3floor60 m dark reflective floor
4pedestalCentral pedestal cylinder
5hero_sphereEmissive gold hero sphere
6pillarsFour corner pillar cylinders
7orbsFour glowing orbs at the pillar bases
8neon_lightsFour coloured point lights
9hero_lightWarm point light above the hero sphere
10moonlightDirectional moon light
11sky_lightSkyLight ambient fill
12fogExponentialHeightFog
13post_processPostProcessVolume with bloom and vignette
14niagara_vfxNiagara particle system above the hero
15pcg_scatterPCG scatter volume on the floor
16orbit_ringsEight orbiting emissive spheres with rotation
17level_sequenceLevelSequence with the hero sphere bound
18tuning_panelEditorUtilityWidget tuning panel
19saveSave the current level

The implementation is plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/Demo/DemoHandlers.cpp.

For a scene built from individual tool calls in a flow, see the Beacon flow.

UE-MCP is an independent, community-built project. It is not affiliated with, sponsored by, or endorsed by Epic Games, Inc. Unreal® and Unreal Engine® are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere, used here to describe compatibility.