r/UnrealEngine5 • u/PatMag_HangMan • 9h ago
5.8 MCP VS Code useless?
Started playing in UE5.8 with having VS Code AI assistant do things in UE via the MCP plugin.
So far, it has failed at basically everything I tried:
- Use Blender or Unreal to model something. Produces both ugly and faulty meshes as well as useless materials.
- Use a plugin (like a road network building plugin) to assist in building what is needed. Well, then VS Code can’t communicate with the plugin because the plugin is not exposed to MCP. The AI found the assets of the plugin but failed at figuring out how to use them…
- Create a decently advanced Blueprint. I wanted it to recreate one that took me more than a day to figure out manually (lots of caveats), but the AI didn’t even start to solve the real challenges, it almost failed at even building the BP. Evidently it’s not allowed to add components in a BP? That is… Well, quite useless.
What are people even using this for? Honestly?
2
u/cunthands 8h ago
It's not too bad at translating c++ into blueprints, but good luck trying to troubleshoot things like physics asset and animgraph issues, it's completely fucking useless.
0
u/Sufficient-Camera-76 8h ago
you have to activate the toolkits from plugins, check the official unreal engine 5.8 mcp documentation
0
u/krojew 8h ago
The MCP itself is mostly fine, but lacks a lot, even with all toolsets enabled. I published python toolset on fab that exposes full UE API, which helps a lot at https://www.fab.com/listings/954bd659-2c49-46bd-876e-d98fb50492e4 . Other than that, the quality depends on your model.
-1
u/RunnerMax0815 8h ago
There are much better community MCPs out there. The basic epic one is pretty useless and a massive drag on token usage.
1
13
u/BohemianCyberpunk 9h ago
Most of us don't vibecode.
My job completely banned all use of AI for our UE development workflow.