From unreal-engine-skills-for-claude-code
Controls a live Unreal Editor via MCP: spawn/transform actors, edit Blueprints/materials/Niagara/Sequencer/Control Rigs, and recompile C++ via Live Coding.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unreal-engine-skills-for-claude-code:unreal-mcpThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
You are wired into a live Unreal Editor through the `unreal-mcp` MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's `ToolsetRegistry`. Use it to inspect and mutate live editor state instead of telling the user to do it manually.
You are wired into a live Unreal Editor through the unreal-mcp MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's ToolsetRegistry. Use it to inspect and mutate live editor state instead of telling the user to do it manually.
You don't need to memorize tool names. The flow below has you discover them on demand.
call_toolTool search is on by default, so the MCP server advertises only three meta-tools for the whole session: list_toolsets, describe_toolset, and call_tool. Tool names like BlueprintTools.create or SequencerTools.create_level_sequence are not in tools/list. They are dispatched server-side through call_tool and never registered as native MCP tools. This is deliberate. It keeps your context window small and the prompt cache warm.
When you start work:
list_toolsets to see what's registered, then describe_toolset on the candidate(s) to read their tool schemas. If you already know which toolset you need (the user said "make a Blueprint" → the Blueprint toolset), skip the listing and go straight to describe_toolset to confirm the available tools and their signatures.call_tool: pass toolset_name, tool_name, and an arguments object matching the schema you just read. The result comes back on the same turn. No extra round-trip needed.toolset_name) is reserved for tools registered directly on the MCP server and is rejected for call_tool itself.If the meta-tools themselves aren't available (list_toolsets errors, or you don't see unreal-mcp in your MCP server list at all), the editor or its MCP server is not running. Don't bluff. Ask the user to launch the editor (and run ModelContextProtocol.StartServer in the console if auto-start isn't on), or follow references/setup.md to wire up a project that has never been configured.
These exist because every MCP call mutates live editor state and runs on the game thread. Treat them as hard constraints, not suggestions.
AssetTools save APIs) before any bulk change, and again after. MCP edits are not always undoable, especially across compilation boundaries. Treat anything that touches multiple assets as a destructive operation that needs a recovery point.LiveCodingToolset.CompileLiveCoding and wait on its result instead of asking the user to switch to the IDE. That tool blocks until the compile actually finishes and surfaces MSVC diagnostics.A project or plugin can register Agent Skills: named bundles of instructions that capture workflow knowledge the agent wouldn't otherwise have (a project's naming conventions, folder layout, required setup steps, or the canonical sequence for a multi-step task). These are separate from the toolsets themselves and are reached through the agent skill toolset (AgentSkillToolset), not through list_toolsets.
Check for them the same way you discover tools, and do it whenever you start unfamiliar work in a project rather than just once:
AgentSkillToolset.ListSkills (through call_tool) to see what skills the project registers. Each entry carries a short description of what it covers and when it applies.AgentSkillToolset.GetSkills on it to load the full instructions, then follow them.A relevant project skill's instructions take precedence over your generic defaults: it exists precisely because the project's way of doing something differs from the obvious one. (Authoring or editing these skills is a separate task covered by the unreal-skill companion skill below.)
references/setup.md: first-time MCP server setup for a project that has never been configured (.uproject plugin entry, auto-start .ini, .mcp.json generation).references/operations.md: console commands, settings, and a troubleshooting matrix for when things go wrong (port collision, missing toolsets, hangs, empty docked context).create-toolset: use when authoring a new toolset or adding tools to an existing one. Covers design principles, C++ and Python conventions, registration, error handling, and testing.unreal-skill: use when creating, updating, or reviewing an Agent Skill. Covers what makes a good skill and how to structure one.claude plugin install unreal-engine-skills-for-claude-code@claude-plugins-official2plugins reuse this skill
First indexed Jun 18, 2026
Author and extend Unreal Engine toolsets: static AI-callable functions via ToolsetRegistry and unreal-mcp. For adding, exposing, or registering tool methods, creating new toolsets, or extending existing ones like BlueprintTools.
Provides engine-level gotchas, silent-fail edges, and call sequences for driving Unreal Engine 5.7/5.8 through any MCP server. Essential for avoiding crashes and wasted debugging on Blueprint, Niagara, MetaSound, material, and editor automation workflows.
Provides expert guidance on Unreal Engine 5 development, covering Blueprints, C++, Gameplay Framework, GAS, replication, Nanite, Lumen, and performance profiling with Unreal Insights.