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\".
npx skills add https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp
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.Use when creating new skills, editing existing skills, or verifying skills work before deployment
Curated collection of high-quality prompts for various use cases. Includes role-based prompts, task-specific templates, and prompt refinement techniques. Use when user needs prompt templates, role-play prompts, or ready-to-use prompt examples for coding, writing, analysis, or creative tasks.
Convert abstract edge concepts into strategy draft variants and optional exportable ticket YAMLs for edge-candidate-agent export/validation.
INVOKE THIS SKILL when writing ANY LangGraph code. Covers StateGraph, state schemas, nodes, edges, Command, Send, invoke, streaming, and error handling.
Analyze the protocol layer between agent harness and LLM model. Use when (1) understanding message wire formats and API contracts, (2) examining tool call encoding/decoding mechanisms, (3) evaluating streaming protocols and partial response handling, (4) identifying agentic chat primitives (system prompts, scratchpads, interrupts), (5) comparing multi-provider abstraction strategies, or (6) understanding how frameworks translate between native LLM APIs and internal representations.
Translate SKILL.md and README.md files into multiple languages for sharing skills internationally
| Shared workflow for editing Langfuse's repo-owned agent setup under `.agents/`. Use when changing AGENTS files, shared skills, `.agents/config.json`, generated shim behavior, provider discovery paths, or install-time agent sync.
>- Summarizes Google Cloud Data Lineage graphs to help users debug data quality issues and understand data provenance for BQ/GCS. Use when summarizing upstream and downstream data flows, and presenting complex lineage data as an intuitive Markdown report. Don't use for generic BigQuery queries, editing lineage relationships, or downstream deprecation. Don't use for downstream blast-radius impact analysis (use datalineage-bigquery-asset-impact-analysis skill instead).
Take epicgames/unreal-mcp from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.