gaea-terrain
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@gaea-terrainList available terrain templates and their exposed variables"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
dcc-mcp-gaea
Typed Gaea Build Swarm integration for DCC-MCP. Initial implementation; real Gaea builds and Unreal imports have not yet been validated.
Scope
Four tools inspect operator-registered templates, plan supported CLI arguments, execute a bounded build, and verify exported height/weight images with dimensions and SHA-256 receipts. Builds use Core deferred jobs rather than a second job database. The service is standalone; it does not attach to an unrelated Gaea GUI process.
Supported overrides: exposed numeric variables with declared bounds, mutation seed, configured profile, configured region, and cache bypass. No arbitrary shell commands, activation, private graph edits, downloads or purchases are exposed.
Related MCP server: qfoldit-unigine-toolbelt
Configure and run
Install this package in a project environment, then set DCC_MCP_GAEA_CONFIG to an operator-owned JSON file matching examples/config.example.json. Supply an installed Gaea.Swarm.exe and a terrain graph previously built and audited in Gaea. Hashes bind the exact executable and template. Review the graph's output paths and post-build script before registering it; hashing does not establish trust in third-party graphs.
Run dcc-mcp-gaea, then discover gaea-terrain through dcc-mcp-cli search. Load the skill, inspect templates, plan the command, and invoke build_terrain. Use the shared Core job status/cancellation interface. No port or GUI PID is hardcoded.
Outputs must be absent before execution. This avoids overwriting or accepting stale files. Repeated runs need a separately audited template/output directory; the adapter does not invent an undocumented output-directory switch or rewrite terrain graphs. Interrupted builds can leave partial outputs; reconcile those manually. A stale lock after process loss also requires operator reconciliation.
Unreal handoff
Use the verified heightmap, weightmap receipts and configured physical extents with an isolated Unreal project. The physical extent is an operator declaration, not a measurement of exported metadata. This initial adapter supports image verification, not automatic parsing of Gaea2Unreal metadata. Verify axis orientation, Landscape resolution, vertical scale, material layers, tile seams and save/reopen before declaring terrain accepted. There is no licensed coast template bundled in this repository.
Validation and known gaps
Run python -m pytest and ruff check src tests. Tests use synthetic image fixtures and mocked child processes. Core schema validation and server construction use the actual public Core package. They do not prove license availability, host CLI compatibility, terrain quality, actual gateway cancellation propagation, or UE integration.
Cancellation/timeout terminates and waits for the directly owned Swarm process. Whether Swarm worker descendants survive cancellation needs real-host validation; do not claim full process-tree cancellation. Large-world tiled builds, arbitrary graph authoring, automatic metadata extraction and direct UE import are follow-up work. Core remains unchanged.
Official contracts
Gaea is a QuadSpinner product. This independent adapter does not bundle Gaea, its license or vendor artwork.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections. Dates show when Glama detected each change.
No tool schema history has been recorded yet.
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