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 listOr 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
| # | Step | Builds |
|---|---|---|
| 1 | create_level | New level at /Game/Demo/DemoLevel |
| 2 | materials | Three materials: floor, glow, pillar |
| 3 | floor | 60 m dark reflective floor |
| 4 | pedestal | Central pedestal cylinder |
| 5 | hero_sphere | Emissive gold hero sphere |
| 6 | pillars | Four corner pillar cylinders |
| 7 | orbs | Four glowing orbs at the pillar bases |
| 8 | neon_lights | Four coloured point lights |
| 9 | hero_light | Warm point light above the hero sphere |
| 10 | moonlight | Directional moon light |
| 11 | sky_light | SkyLight ambient fill |
| 12 | fog | ExponentialHeightFog |
| 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 tuning panel |
| 19 | save | Save 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.