Neon Shrine Demo
Neon Shrine Demo documentation.
The Neon Shrine is a built-in 19-step procedural demo that builds a complete scene from scratch through MCP tool calls — materials, geometry, lighting, atmosphere, VFX, PCG, sequencer, even an editor utility widget. It's the fastest way to see UE-MCP working end-to-end after install.
Running the Demo
Prerequisites
- Editor running and connected. Check with
project(action="get_status")—bridgeConnectedmust betrue. - An empty or expendable level. The demo creates ~30 actors and writes assets under
/Game/Demo/.
Step List
Get the ordered list of steps:
demo(action="step")Run Steps
Execute one at a time:
demo(action="step", stepIndex=1)
demo(action="step", stepIndex=2)
...
demo(action="step", stepIndex=19)Or just ask your AI to "run the Neon Shrine demo" and it will iterate through them.
Each step returns a description of what it created and any new asset paths.
Cleanup
Remove every actor and asset the demo created:
demo(action="cleanup")This wipes /Game/Demo/ and removes the demo actors from the level.
What the Demo Builds
| # | Step | Description |
|---|---|---|
| 1 | create_level | New level at /Game/Demo/DemoLevel |
| 2 | materials | Three materials: floor, glow, pillar |
| 3 | floor | 60m dark reflective floor |
| 4 | pedestal | Central pedestal cylinder |
| 5 | hero_sphere | Emissive gold hero sphere on the pedestal |
| 6 | pillars | Four corner pillar cylinders |
| 7 | orbs | Four glowing orbs at the pillar bases |
| 8 | neon_lights | Four coloured point lights (cyan / magenta / gold / green) |
| 9 | hero_light | Warm point light above the hero sphere |
| 10 | moonlight | Directional moon light |
| 11 | sky_light | SkyLight ambient fill |
| 12 | fog | ExponentialHeightFog atmosphere |
| 13 | post_process | PostProcessVolume with bloom and vignette |
| 14 | niagara_vfx | Niagara particle system above the hero |
| 15 | pcg_scatter | PCG scatter volume on the floor |
| 16 | orbit_rings | Eight orbiting emissive spheres with rotation |
| 17 | level_sequence | LevelSequence with the hero sphere bound |
| 18 | tuning_panel | EditorUtilityWidget control panel |
| 19 | save | Save the current level |
Why It Exists
- Verification. Running through all 19 steps confirms the bridge, asset registry, materials, lighting, Niagara, PCG, sequencer, and UMG editor utility paths all work.
- Showcase. It's a single command that produces something visible.
- Reference. Each step is a real handler call you can imitate. If you want to know how to spawn a colored point light or set up a PCG volume, look at how the corresponding step does it.
The implementation lives in plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/DemoHandlers.cpp.
See Also
For a much larger declarative example, see the Beacon flow described in Flows — a 56-step shrine scene defined entirely in YAML.