Control Unreal Editor directly from Claude Code via MCP. Hundreds of tools exposed via Unreal's ToolsetRegistry across 30+ toolsets: actors, blueprints, materials, Niagara, Control Rigs, Sequencer, State Trees, widgets, Gameplay Ability System, automation testing, and more.
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'.
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".
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'.
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Control Unreal Editor directly from Claude Code via MCP. Hundreds of tools exposed via Unreal's ToolsetRegistry across 30+ toolsets: actors, blueprints, materials, Niagara, Control Rigs, Sequencer, State Trees, widgets, Gameplay Ability System, automation testing, and more.
unreal-mcp (skills/unreal-mcp) - instructions and workflows for driving the Unreal Editor via MCP.hooks/unreal-context.sh) - injects a short note identifying the repo as an Unreal Engine project so Claude defaults to UE conventions (C++/UObject, Slate, UHT) and prefers the unreal-mcp skill. Runs on startup, resume, and clear.AllToolsets provides the tools; the server exposes none without it)ModelContextProtocol.StartServer in the console, or enable bAutoStartServer per skills/unreal-mcp/references/setup.mdPATH - required for the SessionStart hook (see Platform Support)Supported: macOS, Linux, and Windows via Git Bash or WSL.
The SessionStart hook is a bash script (hooks/unreal-context.sh) invoked by hooks/hooks.json as bash ${CLAUDE_PLUGIN_ROOT}/hooks/unreal-context.sh. It requires a working bash on PATH:
bash on PATH, and the hook will not run. The plugin's MCP tools still work; you just lose the short project-context note the hook injects at session start. There is no separate PowerShell companion script today.Claude Code plugins are installed via the /plugin slash command family, backed by marketplaces. This repo is a standalone plugin (one .claude-plugin/plugin.json, no marketplace.json), so it is installed by registering the repo directory as a marketplace, then installing the unreal-engine-skills-for-claude-code plugin from it.
In Claude Code:
/plugin marketplace add /path/to/unreal-engine-skills-for-claude-code
/plugin install unreal-engine-skills-for-claude-code@unreal-engine-skills-for-claude-code
The marketplace name (unreal-engine-skills-for-claude-code) is taken from the directory name when the repo is added via /plugin marketplace add. If you add the repo from a differently-named directory, substitute that name in the second command.
.claude/settings.json, for a teamCommit this to .claude/settings.json in the project that should use the plugin. Anyone who trusts the project folder is prompted to install it automatically:
{
"extraKnownMarketplaces": {
"unreal-engine-skills-local": {
"source": {
"source": "directory",
"path": "/path/to/unreal-engine-skills-for-claude-code"
}
}
},
"enabledPlugins": {
"unreal-engine-skills-for-claude-code@unreal-engine-skills-local": true
}
}
The marketplace name (unreal-engine-skills-local) is the key under extraKnownMarketplaces and is whatever you choose; the plugin reference in enabledPlugins must use that same name after the @.
ModelContextProtocol.StartServer in the console to start the MCP server./plugin. The Installed tab should list unreal-engine-skills-for-claude-code as enabled. This confirms the plugin itself (skills, hooks) is loaded./mcp. You should see unreal-mcp listed as a connected server. This confirms the plugin's MCP server is reachable.The default port is 8000 with URL path /mcp. If the port is in use, run ModelContextProtocol.StartServer <port> in the console with a different port number.
Note: This plugin does not ship a static
.mcp.jsonfile. RunModelContextProtocol.GenerateClientConfig ClaudeCodein the editor console to generate it from the current server port and URL; re-run after changing either.
Tool search is enabled by default: the MCP server exposes three meta-tools (list_toolsets, describe_toolset, call_tool) instead of the full tool catalog, so Claude discovers toolsets on demand, the prompt cache stays warm, and discovered tools are callable on the same turn through call_tool. Toggle with the bEnableToolSearch setting in [/Script/ModelContextProtocolEngine.ModelContextProtocolSettings]; when disabled, every tool is registered upfront (path used by the hash-mapping commandlet). The model-facing usage contract lives in skills/unreal-mcp/SKILL.md.
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