Individual skill
scenario-unreal-pipeline-automation
Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.
skills/game-engines/unreal/scenario-unreal-pipeline-automation/SKILL.md
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 9, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 3,689
- Repository last updated
- Nov 10, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- blender Repository topic
- claude-code Repository topic
- claude-skills Repository topic
- codex Repository topic
- game-assets Repository topic
- game-development Repository topic
- generative-ai Repository topic
- image-generation Repository topic
- mcp Repository topic
- writing Derived category
- data Derived category
Files and excerpt
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Browse files
SKILL.mdcore · 20,394 bytesSKILL.mdcore · 20,394 bytesSKILL.mdcore · 20,394 bytesreferences/critique.mddoc · 15,765 bytesreferences/expert-notes.mddoc · 25,831 bytesreferences/gui-paths.mddoc · 13,748 bytesreferences/procedures.mddoc · 50,952 bytesreferences/sources.mddoc · 20,599 bytesscripts/ue_contact_sheet_job.pyruns · 4,781 bytesscripts/ue_pipeline.pyruns · 111,241 bytesscripts/ue_pipeline_job.pyruns · 3,400 bytes
Read excerpt
# Unreal pipeline automation (pipeline and tools TD)
Expert pipeline work in Unreal is policy as data plus proof: the import policy is a versioned
pipeline asset, names come from a plan, every rule that matters is a validator that also guards
human edits, and a build counts once it cooked with fatal validation and booted. Bulk work runs
headless; anything visual goes to a screenshot someone actually looks at. If a sibling skill named
here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-unreal-expert (channels, review loop, 5.8 traps).
**Status (2026-09-24):** every Unreal call here is **not yet run in Unreal**; the pure layer of
[`scripts/ue_pipeline.py`](scripts/ue_pipeline.py) and both jobs ran offline (unit tests, plus