UE-MCP

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")bridgeConnected must be true.
  • 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

#StepDescription
1create_levelNew level at /Game/Demo/DemoLevel
2materialsThree materials: floor, glow, pillar
3floor60m dark reflective floor
4pedestalCentral pedestal cylinder
5hero_sphereEmissive gold hero sphere on the pedestal
6pillarsFour corner pillar cylinders
7orbsFour glowing orbs at the pillar bases
8neon_lightsFour coloured point lights (cyan / magenta / gold / green)
9hero_lightWarm point light above the hero sphere
10moonlightDirectional moon light
11sky_lightSkyLight ambient fill
12fogExponentialHeightFog atmosphere
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 control panel
19saveSave 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.