Write, refactor, and ship code with an agent that knows your stack.
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Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune emitter rapid-iteration params, compare/diagnose systems, or build scratch-pad/Custom HLSL modules. For emitter color/module work, load niagara-emitters.
Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. Use when FPS is low/bad, the game is slow, or you need to find what is limiting the frame rate.
MCP Server for Roblox Studio Integration - Access Studio data, scripts, and objects through AI tools
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).
Add, connect, and configure nodes in Blueprint event graphs and function graphs — function-call/event/branch/timer/custom-event/delegate nodes, Standard Macro nodes (ForEachLoop/ForLoop/WhileLoop/DoOnce/Gate/IsValid/FlipFlop via addmacroinstancenode), macro-graph creation, pin wiring, node layout, arrays, comment boxes, and the batch buildgraph API. Use when the user asks to wire up Blueprint logic, add or connect nodes, add a loop/macro node, build an event graph, set up a timer/delay, broadcast a delegate, or lay out an existing graph.
By a 12-year product manager who builds 0-to-1: takes a beginner from a vague idea to a buildable plan, then guides the build (GitHub basic…
Create foliage types and place/scatter foliage instances on landscapes and meshes (FoliageService). Use when the user asks to add trees/grass/bushes/rocks as foliage, create a foliage type from a mesh, scatter or paint foliage instances, or query/remove foliage on a surface.
Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Use when the user asks to build a landscape/terrain material, set up paint layers (grass/rock/dirt), create layer info objects, add a grass output, or assign a material to a landscape. For production master-material+RVT systems, load landscape-auto-material.
One MCP server to aggregate them all - A unified Model Context Protocol server implementation
Configure Unreal Engine core settings — rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels (EngineSettingsService). Use when the user asks to change engine/rendering settings, set a console variable (r.*, etc.), adjust scalability/quality levels, or read engine config categories.
Create and edit AnimSequence keyframes and tracks — add/remove keyframes, set bone tracks, query sequence info, and bake edits (AnimSequenceService). Use when the user asks to create a new animation sequence, add keyframes/tracks, or edit raw animation data. For constraint-aware bone posing, also load animation-editing.
Create and deploy Power Pages sites using modern development approaches. Supports code sites (SPAs) with React, Angular, Vue, or Astro. Includes ALM orchestration (plan-alm) with a solution-splitting decision tree, per-solution pipelines, Azure Blob asset advisory, manifest schema v2 for multi-solution deployments, and force-link remediation for cross-host pipeline migrations.
Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService + NiagaraScratchPadService). Module/renderer CRUD is owned by the engine NiagaraToolsets. Use when the user asks to recolor or hue-shift particles, edit color curves, tune emitter params, or build a scratch-pad/Custom HLSL module. For system-level lifecycle, load niagara-systems.
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
Build Power Apps Canvas Apps using the Canvas Authoring MCP server.
Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService). Use when the user asks to create a landscape, sculpt/raise/lower terrain, import or export a heightmap, paint terrain layers, or add procedural terrain features. For terrain materials load landscape-materials; for real-world heightmaps load terrain-data.
Create, modify, and introspect UserDefinedEnums and UserDefinedStructs (EnumStructService). Use when the user asks to create a Blueprint enum or struct, add enum values or struct members, or inspect an enum/struct's fields. Useful for defining a DataTable row struct.
Build and deploy Power Apps generative pages for model-driven apps with specialist agents for planning, entity creation, and parallel code generation. Requires PAC CLI >= 2.7.0 and Azure CLI (az). See CHANGELOG.md for v1.x -> v2.x migration.
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a material graph. For landscape materials load landscape-materials.
Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA) or Input Mapping Context (IMC), bind keys to actions, or configure input triggers/modifiers.
Build and deploy Power Apps code apps using React, Vite, and Power Platform connectors.
Import/export textures crash-safely, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary. Use when the user asks to import an image from disk, export a texture, query the Content Browser selection, or check whether an asset is open in an editor.
Create and manipulate Animation Montages — sections, slots, segments, branching points, notifies, and blend settings (AnimMontageService). Use when the user asks to create a montage (from an animation or empty), add or link montage sections, set up slots/segments, add branching points, or adjust montage blend timing.
Generate MCP App widgets for MCP tools. Produces self-contained HTML widgets using the MCP Apps protocol.
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry. Use when the user asks to block out or lay out an open-world/FPS map, place roads/POIs/forests/railways procedurally, or turn a blockout plan into splines, paint layers, foliage, and actors.
Spec-Driven Development MCP Server
Preview, validate, and bake bone-rotation edits on AnimSequences with constraint awareness and retarget safety. Use when the user asks to edit/pose/adjust an animation's bones, raise an arm, create a swing/wave/dance/pose, mirror or copy a pose, set joint limits, or learn bone constraints. Load together with animsequence (keyframes) and skeleton (structure).
Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Use when the user asks to build a PCG graph, add PCG nodes (Surface Sampler, Static Mesh Spawner, filters), wire PCG pins, place a PCGVolume and generate, or set up procedural scattering.
Spec-driven development using GitHub spec-kit methodology. Constitution-first approach with specify, plan, tasks, and implement phases.
Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior. Use when the user asks you to "play", "test", "run", "PIE", "start/stop the game", or otherwise needs a live game world to validate changes.
Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Use when the user asks to create or edit an Animation Blueprint/AnimBP, add a state machine or states, wire transitions between states, set a state's animation, or inspect AnimGraph structure.
Release workflow tools - auto-versioning, release notes, changelog updates
Create and modify Blueprint assets, variables, functions, components, event dispatchers, and interfaces. Use when the user asks to create a Blueprint/BP, add a variable or component to a Blueprint, make an event dispatcher/delegate, implement a Blueprint interface, or inspect a Blueprint's class/components. For node-level graph wiring, also load blueprint-graphs.
Create production-quality landscape materials with the master-material + material-function + material-instance paradigm, RVT, and auto-layering. Use when the user asks for an auto/procedural landscape material, slope/altitude/distance-based layer blending, Runtime Virtual Textures, biome configuration via instances, or layer material functions. For basic layer-blend materials load landscape-materials.
Compatibility alias for Entroly's Node/WASM runtime. Installs and delegates to entroly-wasm.
Open-source LLM knowledge base: team chat into a typed knowledge graph and auto-generated wiki.
A gateway for MCP servers
Vibe coding should have human in the loop! interactive-mcp: Local, cross-platform MCP server for interact with your AI Agent
確定申告を自動化する Claude Code Plugin。会社員+副業(事業所得・青色申告)の所得税・消費税確定申告をエンドツーエンドで支援。
Safe cross-OS desktop & browser control for Claude Code — the fallback execution layer for when APIs, CLIs, and direct integrations aren't available. Registers the clawdcursor MCP server in compact mode and bundles its usage skill (the SKILL.md at the repo root). Requires Node.js 20+; the MCP server launches via npx, which fetches clawdcursor on demand (or uses your global install if present) — no separate install step.
Expert guidance for developing with the tinystruct Java framework. Use when working on the tinystruct codebase or any project built on tinystruct — including creating Application classes, @Action-mapped routes, unit tests, ActionRegistry, HTTP/CLI dual-mode handling, the built-in HTTP server, the event system, JSON with Builder/Builders, database persistence with AbstractData, POJO generation, Server-Sent Events (SSE), file uploads, and outbound HTTP networking.
Index your codebase. AI searches instead of re-reading files. 94% token savings.
npm launcher for the coding-tools-mcp Python MCP server (PyPI). Starts the server via uvx or pipx.
The design skill for Claude Code, Cursor and any coding agent.
Explain plugin, skill, command, agent, and hook mechanics used here. Use when authoring or debugging plugins. Do not use for ops; use night-market-operations.
Explain plugin, skill, command, agent, and hook mechanics used here. Use when authoring or debugging plugins. Do not use for ops; use night-market-operations.
Map open problems where this repo can advance SOTA. Use when scoping research. Do not use to run the campaign; use night-market-completion-integrity-campaign.