Public client examples and agent skills for the Runtime MCP service in UnrealCV Dev For UnrealZoo.
The Runtime MCP server is currently distributed with supported UnrealZoo environments and is tested there first. This repository does not contain the server's Unreal Engine C++ implementation.
The agent spawns a character, switches to first-person view, finds two sakura trees, approaches the second tree to within 0.5 meters, and captures a final third-person composition.
Prompt: View the original prompt · Workflow: View the execution details
The agent uses UnrealCV Runtime MCP tools to perceive the scene, rotate the camera, and capture views in six directions. These information are then used to produce a caption of the complete environment.
The six images below are the resulting north, east, south, west, upward, and downward captures produced by UnrealCV Runtime MCP.
| North | East | South |
|---|---|---|
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| West | Up | Down |
|---|---|---|
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A vibrant, compact stylized Tokyo district of dense mid-rise buildings, neon signage, elevated structures, narrow streets and sidewalks, all threaded with abundant pink cherry blossoms beneath a bright blue sky.
Prompt: View the original prompt · Workflow: View the captioning process · Result: View the caption
The agent uses UnrealCV Runtime MCP tools to discover the character's Blueprint API, call set_app(NewParam) to switch its appearance, and photograph each result.
The ten images below were captured by the agent after applying the ten appearance variants, using UnrealCV Runtime MCP capture tools.
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Prompt: View the original prompt · Workflow: View the execution details
Given a natural-language brief and a world coordinate, an agent can raycast to the ground, inspect native scene state, search assets and bounds, spawn and settle assets without overlaps, then return an auditable six-view result. This is a real Runtime MCP run in the Tokyo environment: a bench, table, and traffic cone were added to a street-side rest point and validated before capture.
The scene-generation video shows the same workflow as a runtime sequence: the agent creates the scene, adds a character asset, and moves the character to the generated bench in response to a natural-language instruction.
| Top-down evaluation | X+ diagonal evaluation | X- diagonal evaluation |
|---|---|---|
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| Y+ diagonal evaluation | Y- diagonal evaluation | |
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The full tool audit, asset paths, bounds, ground hit, placement validation, and
capture provenance are recorded in
examples/scene_generation_demo/manifest.json.
Captures use MQRC at 640x360 by default, capped at 1280x720, so visual
checks remain useful without needlessly expanding an agent's image context.
Add the following configuration to a local .mcp.json file or to your coding agent's MCP configuration file:
{
"mcpServers": {
"unrealcv": {
"type": "http",
"url": "http://127.0.0.1:29998/mcp",
"disabled": false
}
}
}Add the following configuration to ~/.codex/config.toml:
[mcp_servers.unrealcv]
url = "http://127.0.0.1:29998/mcp"
enabled = true| Layer | Current Support |
|---|---|
| Application Protocol | Model Context Protocol (MCP) |
| MCP Versions | 2025-11-25, 2025-06-18, 2025-03-26, 2024-11-05 |
| RPC | JSON-RPC 2.0 |
| Transport | Streamable HTTP |
| Standard Responses | application/json |
| Streaming Responses | text/event-stream using SSE message events |
| Session Management | Mcp-Session-Id |
| Protocol Version Header | Mcp-Protocol-Version |
| Default Endpoint | http://127.0.0.1:29998/mcp |
- Open-source UnrealCV commands: https://docs.unrealcv.org/en/latest/reference/commands.html
- UnrealCV Dev For UnrealZoo documentation: https://docs.unrealcv.org/en/latest/unrealcv_plus/index.html
- UnrealZoo environments: https://unrealzoo.github.io/
MIT. See LICENSE.































