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Voxel Plugin

Voxel Plugin actions and flows for the bridge.

Install
$ ue-mcp plugin install voxel

Published by its author and not reviewed or scanned by UE-MCP. Install at your own risk.

View repository
Provides
Native tools, Flows
Category
Other
Price
Free
Author
db-lyon
voxelterrainworld-gen

Atomic actions over the Voxel Plugin, each wrapping a single C++ call, with multi-step orchestrations shipped as flows.

voxel-plugin-tools

Voxel Plugin 2 for ue-mcp: 43 native actions in a voxel category covering worlds, stamps, sculpting, layer queries, voxel assets, voxel PCG nodes and graph authoring.

Install

ue-mcp plugin install voxel

This adds the plugin to ue-mcp.yml, copies the VoxelPluginTools C++ module into Plugins/, and installs three skills into .claude/skills/. Rebuild the project, then restart ue-mcp.

Requirements

  • ue-mcp 1.3.10-beta.13 or later (enforced by minServerVersion; prerelease servers included) with a bridge at ABI 2 or later (ue-mcp deploy)
  • Voxel Plugin 2 enabled in the .uproject; built and tested against the dev branch
  • Unreal Engine 5.8
  • Voxel's engine shader hooks applied, for Voxel materials to render (voxel_shader_hooks_status reports them and names the fix)

Usage

voxel(action="voxel_asset_create", type="height_graph", name="HG_Terrain", packagePath="/Game/Terrain")
voxel(action="voxel_asset_create", type="mega_material", name="MM_Terrain", packagePath="/Game/Terrain")
voxel(action="voxel_world_spawn", label="World", megaMaterial="/Game/Terrain/MM_Terrain")
voxel(action="voxel_actor_spawn", kind="stamp", label="Terrain")
voxel(action="voxel_stamp_set", actorPath="<from the spawn>", kind="height_graph", asset="/Game/Terrain/HG_Terrain")
voxel(action="voxel_query_layer", points=[{x: 0, y: 0}])

Each action's parameters are a typed contract declared next to its C++ registration; tools(action="describe", category="voxel", method=...) shows it, and calls that break it are refused.

Skills

Skill (installed name)Covers
voxel-plugin-tools-voxel-terrainShader-hook preflight, layer stacks, the voxel world, height and volume stamps (spline points included), surfaces and the mega material, sculpting, verifying with layer queries
voxel-plugin-tools-voxel-graphsAuthoring voxel graphs: node types, wiring, parameters, functions and function libraries, graph instances, T3D copy, debugging graph output
voxel-plugin-tools-voxel-pcgPCG on voxel terrain: the Voxel Sampler, surface-type scatter, partitioned and runtime-generated components, regeneration, stamps spawned from PCG

Actions

AreaActions
Worldvoxel_shader_hooks_status, voxel_world_spawn, voxel_world_configure, voxel_world_status, voxel_world_runtime
Actorsvoxel_actor_spawn (stamp, height/volume sculpt, collision baker, debug), voxel_component_add, voxel_no_clipping_set_layer
Stampsvoxel_stamp_set (height/volume graph, heightmap, mesh, height/volume spline), voxel_stamp_read, voxel_stamp_set_parameters, voxel_instanced_stamps, voxel_spline_read, voxel_spline_set_points
Sculptingvoxel_height_sculpt, voxel_volume_sculpt, voxel_sculpt_asset_get, voxel_sculpt_asset_set
Queriesvoxel_query_layer, voxel_export_to_render_target
Assetsvoxel_asset_create, voxel_asset_set_property, voxel_mega_material_set_surfaces, voxel_surface_type_set, voxel_smart_surface_set, voxel_layer_stack_set
PCGvoxel_pcg_add_node, voxel_pcg_configure_sampler
Graphsvoxel_graph_read, voxel_graph_list_node_types, voxel_graph_add_node, voxel_graph_connect, voxel_graph_disconnect, voxel_graph_set_pin_default, voxel_graph_delete_node, voxel_graph_export_t3d, voxel_graph_import_t3d, voxel_graph_add_parameter, voxel_graph_remove_parameter, voxel_graph_set_parameter_default, voxel_graph_add_function, voxel_graph_set_function, voxel_graph_remove_function

Conventions

  • Actors are addressed by actorPath (stable) or actorLabel, not both; stamp actors relabel themselves, so prefer the path.
  • Rotations are {pitch,yaw,roll}, vectors {x,y,z} in centimetres, every component given.
  • Content packages an action dirties are saved before it replies (autoSaved in the result; asset and graph edits also report saved); save: false skips it. Levels are left to you.
  • Existing assets are never overwritten.
  • Non-finite numbers in results are reported as null.

Develop

See CONTRIBUTING.md. npm run check validates the manifest against the host schema and matches it to the C++ registrations and their contracts; node scripts/live-test.mjs runs every action against a live editor.

License

MIT. See LICENSE.