Individual skill
uv-mapping
Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). Use when the user asks to check/add/remove UV channels, auto-unwrap UVs, transform (tile/offset/rotate) UVs, check UV health/islands, or export a UV layout image.
Content/Skills/uv-mapping/SKILL.md
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
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- Yes
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- Observed behavior
- Local scripts
- Last checked
- Nov 10, 2026
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- Repository stars (not skill ratings)
- 825
- Repository last updated
- Nov 10, 2026
- License
- MIT
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- ai Repository topic
- gamedev Repository topic
- mcp Repository topic
- mcp-server Repository topic
- ue5 Repository topic
- unreal-engine Repository topic
- vibe-coding Repository topic
- ai-tools Repository topic
- automation Repository topic
- blueprint Repository topic
- engineering Derived category
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Read excerpt
> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "meshes-static-and-skeletal"}` 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.
# UV Mapping Skill
For seams on imported organic assets, first distinguish UV boundaries from split
corner normals, image-border wrapping and invalid material-section indices. See
the materials skill's `references/generated-organic-surfaces.md` and the
asset-management skill's `references/mesh-reimport-materials.md`. Do not unwrap
an approved mesh merely because its shading has a sharp band.
`UVMappingService` provides automation-grade UV channel manipulation for StaticMesh assets in UE 5.7+. The service is built around mesh-description editing and post-build commits — every mutation marks the package dirty and rebuilds render data, but **does not save**. Follow with `unreal.EditorAssetLibrary.save_asset(mesh_path)` once you finish a batch.
## When NOT to Use This Service