unreal-engine-skills-for-claude-code
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.
Not in a marketplace yet, so it loads for one session with --plugin-dir.
Plugin unreal-engine-skills-for-claude-code in EpicGames/unreal-engine-skills-for-claude-code-plugin. Commands read from the repo's manifest — 16 days ago.
This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.
What it installs
Skills (3)
create-toolsetUse 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 exi
unreal-mcpUse 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
unreal-skillUse 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 w
Hooks (1)
- SessionStart
bash ${CLAUDE_PLUGIN_ROOT}/hooks/unreal-context.sh
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