Individual skill
asset-management
Import files from disk (images, meshes, any format the editor imports), export textures, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary. Use when the user asks to import an image, mesh or other file from disk, export a texture, query the Content Browser selection, or check whether an asset is open in an editor. Also use for static-mesh LOD reimport, section material mapping, or gray/default surfaces after reimport.
Content/Skills/asset-management/SKILL.md
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
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- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Local scripts
- Last checked
- Nov 10, 2026
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Repository context
- Repository stars (not skill ratings)
- 824
- Repository last updated
- Nov 10, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- 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
- writing 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: "asset-management"}` 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.
# Asset Discovery & Management Skill
For static-mesh LOD reimport, lost textures or gray/default surfaces despite a
correct component material, read [mesh reimport material mappings](references/mesh-reimport-materials.md).
The bundled `scripts/mesh_material_slots.py` exposes explicit section inspection
and remapping through the existing engine Python API; no native service rebuild.
> 🔀 **Engine owns general asset ops now.** In the Unreal 5.8 consolidation, searching, loading,
> saving, moving, renaming, duplicating, and deleting assets moved to Unreal's native **`AssetTools`**
> toolset (reach it via `call_tool`; run `describe_toolset` for its actions) — or you can drive
> `unreal.EditorAssetLibrary` / `unreal.AssetRegistryHelpers` directly from `execute_python_code`.
> The old **`manage_asset` MCP tool is GONE.** VibeUE's `AssetDiscoveryService` was trimmed to only