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EpicGames/unreal-engine-skills-for-claude-code-plugin
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with `ToolsetRegistry` and exposed through the unreal-mcp server. Trigger when the user wants to add, expose, or register a new tool method, create a new toolset, or extend an exi
History
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skills/unreal-mcp/SKILL.md
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skills/unreal-skill/SKILL.md
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Verified commit 0e27bde2b55c5d3f6948532f4296aaa3654d8f4b
git clone --filter=blob:none --no-checkout https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git .hotskills/epicgames-unreal-engine-skills-for-claude-code-plugin && git -C .hotskills/epicgames-unreal-engine-skills-for-claude-code-plugin checkout --detach 0e27bde2b55c5d3f6948532f4296aaa3654d8f4b
# Copy each selected skill directory from .hotskills/epicgames-unreal-engine-skills-for-claude-code-plugin into .claude/skills/<skill-name>/Heat
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Individual skills in this repository
- create-toolset
skills/create-toolset - unreal-mcp
skills/unreal-mcp - unreal-skill
skills/unreal-skill
How it works
create-toolset
When your agent uses it
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with `ToolsetRegistry` and exposed through the unreal-mcp server. Trigger when the user wants to add, expose, or register a new tool method, create a new toolset, or extend an existing one such as `BlueprintTools`, `StaticMeshTools`, `ObjectTools`, `LevelTools`, or `MaterialTools`. Concrete triggers: 'add a tool to X', 'expose this via MCP', 'register a function so Claude/the agent can call it', 'wire this into the toolset registry', 'create a new toolset for Y', 'add a Python toolset', 'make this AI-callable'; adding a `static` method to a `*Tools.cpp/.h/.py` file; editing files under a `Toolsets/` folder; designing tool parameters, return types, or struct schemas for a toolset. SKIP for: invoking existing tools at runtime (use unreal-mcp instead), authoring an Agent Skill (use unreal-skill), generic refactors that happen to touch a toolset file but don't add or redesign a tool, or unrelated uses of the word 'toolset'.
What it loads into context
Frontmatter
263 tokensAlways available to the agent
SKILL.md
5,120 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Principles
- Before You Write
- Shared Conventions
- Documentation
- C++ Specifics
- Python Specifics
- Testing Your Work
- Reviewing Your Work
Scripts executed separately
../../hooks/unreal-context.sh../../hooks/unreal-context.sh../../hooks/unreal-context.sh../../hooks/unreal-context.sh
Files
../../.claude-plugin/plugin.jsonasset487 bytes../../hooks/hooks.jsonasset357 bytes../../hooks/unreal-context.shruns3,101 bytes../../hooks/unreal-context.shruns3,101 bytes../../hooks/unreal-context.shruns3,101 bytes../../hooks/unreal-context.shruns3,101 bytesSKILL.mdcore23,258 bytesSKILL.mdcore23,258 bytesSKILL.mdcore23,258 bytesSKILL.mdcore23,258 bytesSKILL.mdcore23,258 bytesSKILL.mdcore23,258 bytesSKILL.mdcore23,258 bytesSKILL.mdcore23,258 bytes
Read SKILL.md
# Create Toolset
You are authoring or extending an Unreal Engine toolset: a collection of static, AI-callable functions registered with the `ToolsetRegistry` and exposed through the MCP server. The goal is to expand the surface of things Claude can do inside the editor.
## Principles
A good toolset is:
**Clean**: Design the simplest API that can do useful work in the domain. Don't mirror Unreal's existing APIs directly; they're often unnecessarily complex. A good heuristic: would a technical artist understand this without reading the implementation?
**Complete**: Support CRUD symmetry. If you can set a thing, you should be able to get it. If there's a create, there should be a delete. Getters without setters are fine when mutation isn't possible or useful.
**Composable**: Use consistent types for the same kinds of operation across the toolset. If `get_graph()` returns a `Graph`, then `get_graph_nodes()` should accept a `Graph`. Functions should combine naturally to produce more complex results.
View the complete source on GitHubunreal-mcp
When your agent uses it
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word "Unreal": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; "in my game" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of "blueprint"/"sequencer"/"widget".
What it loads into context
Frontmatter
273 tokensAlways available to the agent
SKILL.md
1,531 tokensWhen the skill is activated
Reference documents
2,963 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- First step every time: discover the tool you need, then dispatch it via `call_tool`
- Safety rules
- Project skills
- Reference files
- Companion skills
Files
SKILL.mdcore7,098 bytesreferences/operations.mddoc7,440 bytesreferences/setup.mddoc7,021 bytes
Read SKILL.md
# Unreal MCP
You are wired into a live Unreal Editor through the `unreal-mcp` MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's `ToolsetRegistry`. Use it to inspect and mutate live editor state instead of telling the user to do it manually.
You don't need to memorize tool names. The flow below has you discover them on demand.
The connection can appear as `unreal-mcp-proxy` when the engine's optional proxy is installed. Use that connection for Unreal tools. The proxy keeps Unreal's native tool definitions; it does not introduce replacement discovery or dispatch tools. See `references/setup.md` for installation.
## First step every time: discover the tool you need, then dispatch it via `call_tool`
Tool search is on by default, so the MCP server advertises only three meta-tools for the whole session: `list_toolsets`, `describe_toolset`, and `call_tool`. Tool names like `BlueprintTools.create` or `SequencerTools.create_level_sequence` are **not in `tools/list`**. They are dispatched server-side through `call_tool` and never registered as native MCP tools. This is deliberate. It keeps your context window small and the prompt cache warm.
When you start work:
View the complete source on GitHubunreal-skill
When your agent uses it
Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under `.claude/skills/` or `~/.claude/skills/`, or generic uses of the word 'skill'.
What it loads into context
Frontmatter
253 tokensAlways available to the agent
SKILL.md
1,499 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Principles
- Before You Write
- Structure
- Python Skills
- UAsset Skills
- Reviewing Your Work
Files
SKILL.mdcore6,955 bytesSKILL.mdcore6,955 bytesSKILL.mdcore6,955 bytes
Read SKILL.md
# Unreal Skill
You are authoring an Unreal Engine Agent Skill: a named, reusable bundle of instructions that packages essential knowledge the agent either doesn't know or needs to pay close attention to. A skill can provide general best practices in a domain, guidance on a specific workflow, or a mix of both.
## Principles
A good skill is:
**Novel**: The content should be things the agent doesn't already know or can't learn by using tools. If the agent could figure it out by calling a tool, don't put it in a skill.
**Collegial**: Write like you're briefing a knowledgeable colleague, not authoring documentation. Assume the reader understands Unreal. Give them what they need to act, not a full explanation of how everything works.
**Flexible**: Skills can include conceptual explanations, step-by-step instructions, or a mix. Use whichever form makes the guidance clearest for the task.
View the complete source on GitHubSkills included
- create-toolset
- unreal-mcp
- unreal-skill
Repository facts
- License
- MIT
- Created
- Jun 8, 2026
- Last pushed
- Oct 27, 2026
- Forks
- 194
- Open issues
- 7
- Project activity
- Active
Rank over the last 12 weeks
Now #556 · best #530 · up 435 in 30 days
- #561 on Nov 1
- #557 on Nov 2
- #558 on Nov 3
- #557 on Nov 4
- #554 from Nov 5 to Nov 6
- #556 since Nov 7
68 earlier periods
- #870 on Aug 8
- #911 on Aug 11
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- #862 on Aug 15
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- #906 on Aug 19
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- #530 on Oct 24
- #581 on Oct 25
- #578 from Oct 28 to Oct 29
- #579 from Oct 30 to Oct 31
Before you install
Local scriptsAutomated signals, not a guarantee
Checked Nov 3, 2026
Risk level changed on Nov 3, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 13 notes
hooks/unreal-context.sh:1Analysis incomplete: Referenced executable target unavailable; not analyzedhooks/unreal-context.sh:1Analysis incomplete: Referenced executable target unavailable; not analyzedhooks/unreal-context.sh:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/create-toolset/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/create-toolset/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/create-toolset/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/create-toolset/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/create-toolset/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/create-toolset/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/create-toolset/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedhooks/unreal-context.sh:1Plugin-wide analysis incomplete; see repository notesskills/unreal-skill/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/unreal-skill/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- No broad tool permissions
- No dangerous shell commands
- 3 network referencesin 1 file: unreal-mcp/references/setup.md:73
- No hidden or obfuscated text
- No instruction overrides
- 4 executable scriptsin 1 file: hooks/unreal-context.sh:1
- No access to secrets
- No requests to vote in Hot
Show all 7 signals by file
hooks/unreal-context.sh
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
Signal confidence: 7 facts
- Executable script in code of a file that runshooks/unreal-context.sh:1High confidence
- Executable script in code of a file that runshooks/unreal-context.sh:1High confidence
- Executable script in code of a file that runshooks/unreal-context.sh:1High confidence
- Executable script in code of a file that runshooks/unreal-context.sh:1High confidence
- Network access in code of documentationunreal-mcp/references/setup.md:73Low confidence
- Network access in code of documentationunreal-mcp/references/setup.md:74Low confidence
- Network access in code of documentationunreal-mcp/references/setup.md:75Low confidence
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Native | Manifest .claude-plugin/plugin.json | .claude/skills/<skill-name>/ |
| Codex | Compatible | Standard SKILL.md skills/create-toolset/SKILL.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md skills/create-toolset/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md skills/create-toolset/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md skills/create-toolset/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard SKILL.md skills/create-toolset/SKILL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.
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