# Unreal MCP — Scene-Craft Cheat Sheet The numbers and conventions that make a scene read as *good* instead of merely present. Sources: physical/photographic standards (stable), UE conventions (stable), and practical ranges from production use (marked ≈). UE-version-specific defaults drift; when a live schema or editor value disagrees with this sheet, trust the editor and patch the sheet. ## Units & Conventions (bedrock — memorize) | Thing | Convention | |---|---| | Distance | 1 Unreal Unit = **1 cm** | | Axes | **Z-up**, X-forward, Y-right (left-handed) | | Rotation | Rotator in **degrees**: Roll (around X), Pitch (around Y), Yaw (around Z) | | Color | Linear RGBA, each channel 0–1 (`FLinearColor`) | | Light color | Prefer `use_temperature` + Kelvin over tinting RGB | | Scale | Multiplier per axis (1,1,1 = authored size) | Directional-light aiming: the ROTATION points the light. Pitch −90° = sun straight overhead (noon); pitch −5° to −15° = sun grazing the horizon (golden hour); yaw picks the compass direction the light travels toward. ### Human-scale reference (sanity-check every layout against these) | Reference | Size (cm) | |---|---| | Eye height (standing) | 160–175 | | Door | 200–210 tall × 80–90 wide | | Ceiling, residential | 240–300 | | One building storey | 300–400 | | Counter/desk height | 75–110 | | Chair seat | 45 | | Stair riser / tread | ≈18 / ≈28 | | UE default mannequin | ≈180 tall | | Car | ≈450 long × 180 wide × 145 tall | If a "house" door comes out 400 cm tall, the scene reads as toy/giant. Always place one human-scale object early as a yardstick. ## Content Paths | Root | Meaning | |---|---| | `/Game/...` | Project content (Content/ folder) | | `/Engine/...` | Engine-shipped content, present in every project | | `/Script/Module.Class` | Native classes (e.g. `/Script/Engine.PointLight`) | Long package name form: `/Game/Props/SM_Chair.SM_Chair` (package.object). Always-available engine primitives (great for blocking before real assets): /Engine/BasicShapes/Cube.Cube (100×100×100 cm at scale 1) /Engine/BasicShapes/Sphere.Sphere (100 cm diameter) /Engine/BasicShapes/Cylinder.Cylinder (100 cm ⌀ × 100 cm) /Engine/BasicShapes/Cone.Cone /Engine/BasicShapes/Plane.Plane (100×100 cm, single-sided) Their default material is plain grey; assign a MaterialInstance for anything presentational. If the project has Starter Content, useful packs live under `/Game/StarterContent/` (Props, Materials like `M_Basic_Wall`, `M_Wood_Pine`, `M_Metal_Steel`, Particles). Query before assuming Starter Content exists. Common actor classes for spawning: `StaticMeshActor`, `PointLight`, `SpotLight`, `RectLight`, `DirectionalLight`, `SkyLight`, `ExponentialHeightFog`, `SkyAtmosphere`, `VolumetricCloud`, `PostProcessVolume`, `CameraActor`, `CineCameraActor`, `PlayerStart`. ## Lighting — physically based values UE5 lights default to physical units (directional in lux, point/spot in candela or lumens, exposure in EV100). Use real-world values; they compose correctly with exposure instead of fighting it. ### Sun (DirectionalLight, lux) **Calibration check first (live-verified):** template levels often ship a sun at `intensity: 10` with auto-exposure tuned around it — physical lux values below will blow such a scene to white. Read the existing sun's intensity; if it's single/double digits, scale moods RELATIVE to it (noon = template value, golden hour ≈ 0.5–0.7×, overcast ≈ 0.3×, night ≈ 0.01×) and rely on temperature + pitch for the mood. The absolute table applies when you own the whole exposure chain (manual EV100 + physical values everywhere): | Condition | Intensity (lux) | Pitch | Temperature | |---|---|---|---| | Noon, clear | 75,000–120,000 | −60° to −90° | 5,500–6,000 K | | Afternoon | 40,000–75,000 | −30° to −50° | 5,000–5,500 K | | Golden hour | 5,000–20,000 | −5° to −15° | 2,800–3,500 K | | Overcast | 5,000–20,000 (soft) | −45° ± | 6,500–7,500 K | | Blue hour / dusk | 10–100 | −2° to +5° | 8,000–12,000 K | | Full-moon night | 0.05–0.3 | −30° to −60° | 4,000–4,500 K (cool-blue read comes from exposure + grade) | Overcast: also drop directional shadow contrast (soften via larger source angle) and let the sky light dominate. ### Sky light One SkyLight per level, Real-Time Capture (SLS Captured Scene) when using SkyAtmosphere — it then tracks the sun automatically. Don't stack multiple sky lights; don't leave a stale static capture after big lighting changes (recapture if not real-time). ### Local lights (point/spot/rect) Rules of thumb in lumens (candela ≈ lumens/(4π) for a point light): | Source | Lumens | |---|---| | Candle flame | 10–15 (≈1,850 K) | | 40 W incandescent equiv. | 450 (2,700 K) | | 60 W equiv. | 800 (2,700–3,000 K) | | 100 W equiv. | 1,600 (3,000 K) | | Bright ceiling fixture | 2,000–4,000 (3,000–4,000 K) | | Fluorescent tube / office | 2,500–5,000 (4,000–5,000 K) | | Streetlight (sodium) | 5,000–15,000 (≈2,000 K, orange) | | Car headlight | 1,000–1,500 each (4,300–6,000 K) | | Campfire | 100–300, flicker (1,700–2,000 K) | Spot cone: inner 20–35°, outer 40–60° for a natural falloff. Attenuation radius: keep tight (a few hundred cm for practicals) — giant radii cost performance and flatten the scene. Cast-shadow off for pure fill lights. ### Color temperature vocabulary (Kelvin) 1,700–1,900 match/candle · 2,700 warm bulb · 3,200 tungsten studio · 3,500 golden hour · 4,300 moonlight-read · 5,600 daylight/flash · 6,500 overcast · 7,500–10,000 shade/blue hour. Warm subject + cool ambient (or inverse) is the cheapest way to make a shot read "lit" instead of "flat". ### Exposure (PostProcessVolume — the #1 "why is it black/white" knob) Auto-exposure fights deterministic lighting reads. For agent-driven work, prefer **manual exposure** in a PPV: 1. Spawn/locate a PostProcessVolume, set **Infinite Extent (Unbound) = true**. 2. Metering Mode = Manual, then set Exposure Compensation ≈ 0 and EV100 to the scene value: | Scene | EV100 | |---|---| | Bright sun exterior | 14–16 | | Overcast exterior | 11–13 | | Golden hour | 10–12 | | Bright interior (day, windows) | 7–9 | | Dim practical-lit interior | 4–6 | | Street at night | 2–4 | | Moonlit exterior | −2 to 0 | If you keep auto-exposure instead (Metering: Auto Histogram), clamp it: Min/Max EV100 within ±2 of the target so it can't swim. Symptom table: scene renders black with lights present → EV100 too high for the light levels; blown white → EV100 too low. ### Global illumination & reflections UE5 defaults: **Lumen** GI + Lumen reflections, no lightmass bake needed — lighting is live; just keep "Allow Static Lighting" defaults alone. **Critical: Lumen GI only considers lights with Movable mobility.** Spawned lights can default to Stationary/Static and then contribute nothing to GI — set Mobility = Movable explicitly on every light you place, and check mobility first when "GI isn't working". Metal/mirror surfaces read correctly only with something to reflect: give the scene a sky and surroundings before judging materials. ### Fog & atmosphere - **SkyAtmosphere** for a physically-plausible sky (sun disk, horizon gradient); pairs with directional light "Atmosphere Sun Light = true". - **ExponentialHeightFog**: density default 0.02. ≈ Practical ranges: 0.005–0.015 subtle depth cue · 0.02–0.05 moody/morning · 0.05–0.2 heavy. Enable **Volumetric Fog** on it for light shafts through it; then dial per-light "Volumetric Scattering Intensity" (1–10) on the key lights. - **VolumetricCloud** for real sky clouds (exterior only; costs GPU). - Night sky: drop fog density, add faint cool fill (skylight at low intensity) so shadows aren't pure black. ## Mood recipes (compact) | Mood | Sun/Key | Sky | Fog | EV100 | Grade notes | |---|---|---|---|---|---| | Crisp noon | 100k lux, pitch −70°, 5,800 K | Real-time capture | 0.005 | 15 | Neutral | | Golden hour | 10k lux, pitch −8°, 3,200 K | Real-time capture | 0.02 + volumetric | 11 | Warm key, long shadows: rotate yaw for rim/side light | | Overcast | 10k lux soft, 7,000 K | Dominant | 0.01 | 12 | Low contrast, saturation carries color | | Night, moonlit | 0.25 lux, 4,300 K + practicals ≈800 lm 2,700 K | Very low | 0.015 | −1 to 1 | Cool ambient vs warm practicals | | Horror interior | No sun; 1–2 practicals, hard shadows | Minimal | 0.03–0.06 volumetric | 4–5 | Single motivated key, deep blacks | | Sci-fi corridor | Rect lights 2,000 lm 6,500–8,000 K + colored accents | None | 0.02 volumetric | 6 | Complementary accent pair (cyan/orange) | ## Camera & framing (CineCameraActor) Use CineCameraActor (not plain Camera) for anything presentational — it has real filmback/lens/DoF controls. | Intent | Focal length | Aperture | |---|---|---| | Establishing / interior wide | 18–28 mm | f/5.6–8 | | Neutral "human eye" | 35–50 mm | f/4 | | Portrait / subject isolation | 85–135 mm | f/1.4–2.8 | | Compression (stacked background) | 100–200 mm | f/2.8–5.6 | - Filmback: default 16:9 digital film (≈23.76 × 13.365 mm) is fine; leave it. - Focus: Manual focus distance = distance camera→subject in cm; shallow DoF needs long lens + wide aperture + subject far from background. - Placement: eye-level ≈ 155–170 cm for neutral shots; below ≈ 100 cm = heroic/imposing; high angle = diminishing. Keep the horizon off dead-center; put subjects on thirds. Slight camera pitch (−2° to −8°) usually beats perfectly level for interiors. - Aspect/eye candy: enable camera's "Constrain Aspect Ratio" for clean letterboxed stills. ## Capture & render - **Viewport screenshot**: console `HighResShot 1` (viewport res), `HighResShot 2` (2×), or `HighResShot 3840x2160`. Output: `/Saved/Screenshots//`. Filenames auto-increment (`HighresScreenshot00000.png`). - To frame from a camera: pilot/possess the CineCamera (or set viewport to its view) before HighResShot; verify by screenshotting first at 1×. - **Movie Render Queue** (MRQ) is the quality path for finals/sequences: needs a Level Sequence with the camera bound (Camera Cut track); renders PNG/EXR sequences or stills at arbitrary resolution with anti-aliasing temporal sample counts. First render after opening a project stalls on shader compilation — warn the user, don't declare it hung. - Judge results by looking: read the file back and `vision_analyze` every capture against the brief. ## Editor Python quick reference Custom toolsets and any shipped Python-execution tool speak the `unreal` module. Canonical entry points (verify names against the live editor — Epic migrates libraries to subsystems over time): ```python import unreal # Actors (EditorActorSubsystem supersedes EditorLevelLibrary for these) eas = unreal.get_editor_subsystem(unreal.EditorActorSubsystem) actors = eas.get_all_level_actors() actor = eas.spawn_actor_from_class(unreal.PointLight, unreal.Vector(0, 0, 200)) mesh_a = eas.spawn_actor_from_object( unreal.EditorAssetLibrary.load_asset("/Engine/BasicShapes/Cube.Cube"), unreal.Vector(0, 0, 50)) actor.set_actor_label("Key Light") actor.set_actor_location(unreal.Vector(100, 0, 250), False, True) actor.set_actor_rotation(unreal.Rotator(0, -30, 45), True) # roll, pitch, yaw eas.destroy_actor(actor) # Assets unreal.EditorAssetLibrary.does_asset_exist("/Game/Props/SM_Chair") unreal.EditorAssetLibrary.list_assets("/Game/Props", recursive=True) unreal.EditorAssetLibrary.save_directory("/Game", only_if_is_dirty=True) # Level save les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem) les.save_current_level() # Undo-friendly mutation with unreal.ScopedEditorTransaction("Agent: dress set") as trans: ... # property edits inside are one undo step # Import (FBX/textures) task = unreal.AssetImportTask() task.filename = "/abs/path/model.fbx" task.destination_path = "/Game/Imported" task.automated = True # suppresses the import dialog — critical for MCP task.save = True unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) # Editor property access works on anything reflected light_comp = actor.get_component_by_class(unreal.PointLightComponent) light_comp.set_editor_property("intensity", 800.0) light_comp.set_editor_property("use_temperature", True) light_comp.set_editor_property("temperature", 2700.0) ``` `set_editor_property`/`get_editor_property` with snake_case names is the universal fallback when a dedicated setter doesn't exist — property names match what the Details panel shows (spaces removed).