Individual skill

level-actors

List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.

Content/Skills/level-actors/SKILL.md

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Nov 10, 2026
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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "actors-and-components"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# Level Actors Skill

> 🔀 **Engine owns the basics now.** In the Unreal 5.8 consolidation, listing / finding / spawning /
> moving / transforming / selecting actors moved to Unreal's native toolsets — `ActorTools`,
> `SceneTools`, and `EditorAppToolset` (selection, camera, PIE, screenshots), reachable via
> `call_tool`. Equivalently you can drive `unreal.EditorActorSubsystem` /
> `unreal.LevelEditorSubsystem` directly from `execute_python_code` (shown throughout below).
> **VibeUE's `ActorService` was trimmed to only the delta the engine doesn't provide:** transform
> lock (`set_actor_lock_location`), absolute-transform flags, preserve-scale-ratio, viewport camera
> framing (`get_actor_view_camera` / `calculate_actor_view` / `set_viewport_camera`), and full
> property dumps (`get_all_properties`). `ActorService.add_actor` / `set_property` / `get_property`
> no longer exist — use the engine toolsets or `EditorActorSubsystem` for spawning and property edits.
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