跟读练习: Unreal Engine 5.8 - Experimental MCP Server Support Walkthrough | State of Unreal 2026 - 通过视频学习英语口语

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Thanks, Simon.
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Now, at times, making games can be hard,
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expensive, and slow, where the gap between what you can imagine and what you can make is held back by technical overhead.
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I don't know about you, but spending hours in a node graph trying to untangle
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and understand what's going on just to change one thing is not my idea of creativity.
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There has to be a better way to do this.
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So that's what we've been working on, tools that enable you to build faster and iterate more.
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Now, Unreal has been built on a simple idea, your source, your pipeline, your workflow.
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Give developers complete control over the tools and get out of the way. That philosophy hasn't changed.
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We're just applying it to large language models.
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Now in 5.8, we've implemented an MCP server that acts as a bridge between Unreal and any model that you want.
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For this presentation, we're going to be using Cloud Code.
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But you can use Gemini, your own custom model, whatever you want.
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Enabling the Unreal MCP is as simple as turning on the plugin, doing a bit of config, and connecting to the model of your choice.
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And everything you're about to see today runs on that setup.
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Now, these are still early days, and models will still do some really unpredictable things.
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However, with this approach, we maintain the ability to go in and edit as you would any Unreal scene.
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OK, let's see this in action.
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On the left, we have Unreal Engine.
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On the right is a terminal running Cloud Code.
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You can see every message going back and forth.
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Cloud Code is talking to Unreal through the MCP server, reading the scene, and taking actions directly inside the engine.
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So let's start with something small, a modern living room.
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We start by giving the model some context, what we want to build and whereabouts in the level.
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And to make sure everyone can follow along, We're showing a summarized version of each prompt as we go.
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But if you want the full details, you can still see that in the terminal window.
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We're going to speed things up from here for presentation purposes, but everything you're seeing is real work happening inside the engine.
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So you can ask for the basics, a sofa, a rug, and a coffee table.
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Then fill it in with chairs, a lamp, and a side table.
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Semantic Search, which is part of the 5.8 release, pulls assets from your library that fit that description.
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And because this is unreal, we can also manually add a chair, describe it as a reading nook, and the model will furnish the room accordingly.
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Every step here is a creative decision that you're making.
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Models are good at broad iterations.
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You're good at knowing exactly what you want.
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Those same principles work whether you're furnishing a room or whether you want to scale up and build an entire city.
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So let's take that same approach and build a city.
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What characteristics each one has.
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Highways cut through on your direction.
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And from those, the road network starts to fill in.
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Place them in the level.
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Ask for a forest around the edge, and it can fill that in.
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At every step, you're making the calls.
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What do you end up with?
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It's not a rendered image.
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It's real geometry, real procedural content generation graphs that you can open, edit, and modify.
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And this works for a whole team, too.
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Other developers can work on their own sessions, building assets and dropping them straight into the city.
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The road network adjusts, the blocks update, and the city absorbs it.
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Different people, different sessions, and it all works together.
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So how does all of this actually work?
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With the MCP server as the bridge between Unreal and your model, it gives your model the ability to read your scene,
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understand your assets, and make changes directly in the engine.
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And because it's open, you're not locked into any particular model or workflow.
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Now, while large language models are great at language and reasoning, they don't naturally think spatially.
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Unreal does.
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To help connect the two, we're giving you over 80 foundational procedural content generation building blocks,
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a library of examples, and skills that encode specific Unreal workflows.
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Now, this is experimental, and it's going to keep getting better.
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This is where you come in.
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Tell us what's working.
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Tell us what's not.
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That's how we're going to make this better.
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Now that the city is built, we want to light it.
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Getting lighting right on Unreal is a skill that means touching dozens of parameters that all need to work together.
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Light balance, cloud materials, sky atmosphere, post-process.
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That's a lot to know.
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But by creating a dedicated lighting skill, You just describe what you want, and the model orchestrate it is.
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Under the hood, it's adjusting all those settings in concert.
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Then we can ask for overcast skies.
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And this is a good example of where the model gets things wrong.
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It misread the sky and tweaked the cloud material the wrong way.
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You can see exactly what happened, correct it in the next prompt, and you're right back to where you want to be.
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Because models also have real-world knowledge, You can just say Bogota at 9.30 in the morning.
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And it will go and figure out the sun position, direction, temperature, and atmosphere that actually matches that.
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And if you want to match something specific, you can take an image, so here we used one in Vancouver, and ask it to replicate that look.
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It uses screenshots to assess and iterate until it gets there.
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And everything is still editable.
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Grab a road and move it, the city adjusts around it.
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Ask it to make a building taller or more prominent in the scene, and it does that.
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But then you can go in and modify any individual asset, making it exactly the way that you want it.
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This isn't the generated image that you're stuck with.
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It's a real scene in Unreal, and you control every part of it.
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Flashing lamps, steam, and a sense of danger as the player gets close.
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That normally means days of back and forth across multiple disciplines.
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So here's what we did instead.
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The warning lamp already has a material.
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Let's say you want to add something to it.
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You ask the model to read the existing graph, build the new logic, and insert it right where it needs to go.
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You can then jump into the material instance editor and tweak the final values by hand.
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Then you take a Niagara template and extend it, adding a single parameter that drives multiple emitters at once, giving you control over the whole effect in one place.
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You build out the HUD through prompting and UMG.
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Status display, danger meter, warning states.
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Then blueprint logic ties it all together, a proximity trigger connected to the material, the Niagara system, and the HUD.
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Walk in, and everything fires at once.
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All right, so let's run it.
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Lamps are off.
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It's quiet.
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She walks toward the site.
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The lamps come on.
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The steam starts rising.
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She steps inside, lamps are flashing, steam's pouring in, and the site is erupting.
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What we've shown here today would take months to build by hand.
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But with the MCP server and Unreal, our artists were able to make all of this in days.
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When you lower the technical friction, you can iterate more and make better games.
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That's what we've built.
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This is really just a starting point.
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Bring your own primitives, your own examples, your own skills built around your pipelines.
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The more your team puts in over time, the more useful it gets for everyone on the project.
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We're shipping the MCP server, the PCG primitive plugin, and the skills we've developed as part of 5.8 today.
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It's open and it's yours to extend.
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Go download it, point your model at it, and see what you can do.
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If you want to go deeper, we've got two chances to catch our tech talk here at Fest.
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Come find us.
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Now I'm gonna hand it over to Pat to talk about how some of what I've shown you
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impacts linear content creation in the engine.
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PAT TUBOCH, Thanks, Michael.
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Hi, everyone.
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My name is Pat Tuobach.
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I've got a background in film and television.
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For media and entertainment, the MCP plugin that Michael just showed you opens up a wide range of new connections to LLMs,
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but also to image and video models like Nano Banana, GPT Image, Grok Imagine, Luma, Seed Dance, and many more.
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Michael was telling you about tools in the present, and I'm going to cover tools for creating linear content
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that are releasing early next year that give you control over these models.
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The standard approach to using an image model is to start by crafting a text prompt.
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In this case, I wrote a novel describing a fictional scene in Epic Motors, a 1950s gas station.
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But in professional situations where you have to hit story points, match exact continuity, and deliver what your creative director wants,
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you would typically communicate visually through sketches and pre-riffs.
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Unreal is great for that.
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So, to get started in Unreal, I scouted the derelict corridor scene from Quixel that's available on Fab,
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which I quickly customized to look like the gas station layout I needed.
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I worked in detail lighting mode since I was just using this for blocking to this stage.
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I dropped in some of the appropriate assets from that map, shelving, a propane tank, a cabinet, and also made proxy shapes for the assets that I didn't have,
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a long counter, more shelving, a cash register, and an ice chest.
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Then I backed up and framed my camera view
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and animated a boom down and a push in that I'd later use for my shot.
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But before I tackled the full video creation, I had to create a single style frame, the visual reference of my scene.
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To do that, I used the model to combine a depth pass plus the prompt novel I'd written before.
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The depth conditions the models to understand the layout and the framing.
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Here's how that works using our new tools in Unreal.
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I asked ColladeCode, connected by our MCP plugin, to use Unreal's movie render graph to create a 4K image plus all the rest.
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Asking for an Unreal render to create the image was a signal to ColladeCode
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that I wanted to give my model my depth pass, but used the creative look described in my prompt.
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I then fired off that request.
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And while it was being generated, I inspected the graph that it made for the task.
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Image models are hungry for helpful data and conditioning, and so I prepared a process that pulls valuable visual data from the Unreal scene and passes it to the image model,
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in this case, Google's Nano Banana Pro.
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Now, let's take a look at this image more closely.
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You can see it matched the composition of my model.
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I wanted another tire on the floor, but I didn't there to mask the tire.
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I selected both the mask and the image, and with a predefined workflow, asked Claude Code to extract it, repair it, and mesh it using Tripo 3.1.
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And then I double-checked that graph, and I supervised the work.
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Now, of course, this is not a real-time process.
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So after several minutes, I got my texture tire mesh.
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I saved it to the content browser, where I then pulled in the tire and positioned it in 3D space.
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And finally, I asked Cloud Code to add the tire to the image.
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Let's take a look at that result.
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So if we compare my UE passes with the tire in it, you can see that it put the new tire where I asked it to, and it made it look like a variation of the generated tire, not an exact amount in 3D.
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I went browsing on FAB and found one of our junkyard car parts for mega scans.
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I picked the specific fender piece that I wanted
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that had a 1950s look modeled into it to leave less to the image model's imagination.
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I asked Claude Code to add it to my image and make it look like it had been newly repainted.
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And after another image processing step in banana, banana, that was done.
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OK, now that I've produced my style frame, I was ready to go back to our new Unreal tools to generate a video of our scene.
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And here's my shot camera move again.
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If you recall, this is the move that I created at the beginning.
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Over on the right, I ran a sequence render node that represents the depth over the entire range.
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I'm going to use the same depth restyling process with the video that I did on the still image.
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I supply the style frame I just generated to the video model as a first frame reference, and you can see that I added a cat, just hoping for a bit of life.
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And then I set my video generation node to use CDance 2.0, set the resolution, added audio, and then I was off.
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Once that process had run for several minutes, I had a video that looked like this.
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So clearly, this is showing you that I can control the camera, but nobody controls a cat.
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This is a different workflow that we've in parallel for more rapid concepting with diffusion and your viewport side by side.
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What you're seeing here in this video is the UE viewport on the left
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that was streaming to a local FluxKline image model on the right.
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The local model result isn't temporarily coherent.
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It was stamping a new image on every frame and only running a few frames a second, which is why it seems slower over there on the right.
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But let me show you how intuitive it is to use.
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I prompted for sunset lighting at first
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and then decided to see what it would look like if there had just been a fire in this apartment.
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And then I tried something more extreme, like being underwater at the bottom of a murky pond.
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The real benefit you get here is being able to go back to the UE viewport, interact with the assets, and see them reposition through this new diffusion lens.
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Not only that, but you can try more illustrated looks, like a charcoal drawing or even a watercolor painting.
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As models get more capable and hardware improves, it's not hard to project this workflow forward to a time when diffusion is real-time and temporally consistent.
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OK, let's look at some other examples of Unreal Engine scenes restyled by artists in the Engine using a variety of sources,
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some of which are premium environment packs from our friends at KitBash 3D, and some of which are our own internal assets, including the city sample.
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Starting from quality source assets leaves less room for interpretation by the models.
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We think these new UI tools are a force multiplier
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that will give artists more opportunities for creative iteration on their work alongside the real-time animation,
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modeling, texturing, and virtual production tools that you've come to count on in Unreal Engine.
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So this is where we're headed.
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The MCP server that's enabling all this is experimental.
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And what you're seeing here for image and video creation will be available early next year.
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We're on this journey together, and we're aware that for these models to be truly useful, we need to focus on not just lowering technical complexity,
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but also giving you full creative control over what you're making.
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Thank you.
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Thanks, Pat.
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That was awesome.

视频背景:游戏开发背后的"技术对话"

视频里,演讲者聊到游戏开发的痛点——技术门槛高、效率低,还演示了Unreal Engine 5.8的新功能。这样的对话语速适中,用词偏技术但逻辑清晰,很适合用来练英语口语练习,尤其是需要提升专业话题表达的同学。

5个实用口语短语,日常/雅思都能用

  • "There has to be a better way":表达不满并寻求解决方案,雅思口语里讲问题时超好用。
  • "act as a bridge":描述事物的连接作用,比如"科技是文化交流的桥梁"。
  • "fill in":表示补充细节,日常对话"我来填一下表格"或演讲中"补充背景"都能用。
  • "at every step":强调过程中的每一步,适合描述步骤或强调参与感。
  • "end up with":说明最终结果,比"finally get"更自然,比如"我们最后做出了一个模型"。

影子跟读分步指南:攻克技术类对话

技术类内容的影子跟读(英语影子跟读)不用怕,按这3步来:
1. 先听3遍,抓住"technical overhead""pipeline"等专业词的发音,这些词是雅思口语练习里可能遇到的"难词",但发音规律明显。
2. 逐句跟读,重点模仿"Now, at times..."这样的停顿和语调,让表达更自然。
3. 用"shadowspeak"法:暂停视频,用自己的话复述"模型如何辅助城市建设",既练口语又练逻辑。
记住,影子跟读(shadowspeaks)的关键是"同步"和"模仿",哪怕一开始慢一点,坚持下来对流畅度提升很大!

什么是跟读法?

跟读法 (Shadowing) 是一种有科学依据的语言学习技巧,最初开发用于专业口译员的培训,并由多语言者Alexander Arguelles博士普及。这个方法简单而强大:您在听英语母语原声的同时立即大声重复——就像是一个延迟1-2秒紧跟说话者的影子。与被动听力或语法练习不同,跟读法强迫您的大脑和口腔肌肉同时处理并模仿真实的讲话模式。研究表明它能显着提高发音准确性,语调,节奏,连读,听力理解和口语流利度——使其成为雅思口语备考和真实英语交流最有效的方法之一。