Platform
Unreal Engine agent skills for Claude Code, Codex and other agents.
- skills
- 90
- official
- 4
- Type
- Platform
- Website
- unrealengine.com
- Official GitHub
- EpicGames
- Reviews
- See Unreal Engine on Enlisted
Unreal Engine skills, ranked
Ranked by score. Sort bymost stars,trending,newest,recently updated
Official (4 skills)
| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Build the SentryPlayground sample project for a target platform | getsentry/ | 173 | — | ~1k | Automated safety check: Pass | MIT | today |
| 2 | Run Sentry unit tests via Unreal automation. An agent skill from getsentry/sentry-unreal. | getsentry/ | 173 | — | ~756 | Automated safety check: Pass | MIT | today |
| 3 | A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or… | JetBrains/ | 363 | 1 repo | ~3.8k | Automated safety check: Pass | No licence | 3 mo ago |
| 4 | A skill your agent uses when semantic refactoring is needed in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, XAML, Razor, and other GameDev or… | JetBrains/ | 363 | 1 repo | ~1.9k | Automated safety check: Pass | No licence | 3 mo ago |
Community
| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 5 | A skill your agent uses when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA… | fjz13/ | 1.1k | — | ~1.4k | Automated safety check: Pass | Unknown | 4 mo ago |
| 6 | Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge. | TornLux/ | 305 | — | ~8.4k | Automated safety check: Notes | MIT | 6 days ago |
| 7 | Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification. | flopperam/ | 1.1k | — | ~1.6k | Automated safety check: Pass | No licence | 3 mo ago |
| 8 | A skill your agent uses when writing or modifying UE C++ (classes, actors, components, subsystems, interfaces, function libraries) with Rider MCP available. | JasonMa0012/ | 749 | — | ~1.9k | Automated safety check: Notes | Unknown | 19 days ago |
| 9 | Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps. | flopperam/ | 1.1k | — | ~927 | Automated safety check: Pass | No licence | 3 mo ago |
| 10 | Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly. | winyunq/ | 207 | — | ~913 | Automated safety check: Pass | MIT | 2 mo ago |
| 11 | Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop. | kevinpbuckley/ | 717 | — | ~1.3k | Automated safety check: Pass | MIT | 5 days ago |
| 12 | A skill your agent uses when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available. | JasonMa0012/ | 749 | — | ~2.9k | Automated safety check: Notes | Unknown | 19 days ago |
| 13 | Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding. | EpicGames/ | 325 | — | ~1.8k | Automated safety check: Pass | MIT | 20 days ago |
| 14 | Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks. | winyunq/ | 207 | — | ~2.6k | Automated safety check: Pass | MIT | 2 mo ago |
| 15 | Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings. | kevinpbuckley/ | 717 | — | ~3.6k | Automated safety check: Pass | MIT | 5 days ago |
| 16 | This skill documents how to use the fmodel-mcp toolkit (a CUE4Parse-based .NET CLI plus a thin Python MCP server) to inspect and export Unreal Engine game assets — pak files, textures, meshes… | pa001024/ | 134 | — | ~2.6k | Automated safety check: Pass | MIT | today |
| 17 | A skill your agent uses when writing or modifying UE automated tests (Automation, CQTest, Functional, Gauntlet, LowLevel) with Rider MCP available. | JasonMa0012/ | 749 | — | ~2.1k | Automated safety check: Notes | Unknown | 19 days ago |
| 18 | Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield. | beshuaxian/ | 882 | — | ~18k | Automated safety check: Pass | No licence | 6 mo ago |
| 19 | Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level. | flopperam/ | 1.1k | — | ~1.4k | Automated safety check: Pass | No licence | 3 mo ago |
| 20 | Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling. | kevinpbuckley/ | 717 | — | ~3.2k | Automated safety check: Pass | MIT | 5 days ago |
| 21 | Used when users need to upgrade UE branch versions, for example from UE 5.7 to UE 5.8. | JasonMa0012/ | 749 | — | ~1.6k | Automated safety check: Pass | Unknown | 19 days ago |
| 22 | Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition. | quodsoler/ | 359 | — | ~7.5k | Automated safety check: Pass | MIT | 8 days ago |
| 23 | Interact with the running Unreal Engine editor via TCP bridge. | Italink/ | 127 | — | ~1.7k | Automated safety check: Pass | MIT | 1 mo ago |
| 24 | Maps the tools of the Flopperam Unreal Engine MCP server and how to choose among them when working with a live Unreal Editor. | flopperam/ | 1.1k | — | ~1.7k | Automated safety check: Pass | No licence | 3 mo ago |
| 25 | Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it… | TypeDreamMoon/ | 106 | — | ~1.9k | Automated safety check: Pass | MIT | yesterday |
| 26 | Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes. | kevinpbuckley/ | 717 | — | ~6.5k | Automated safety check: Pass | MIT | 5 days ago |
| 27 | Guides Unreal Engine C++ AI work across AI controllers, behavior trees, blackboards, perception, navmesh pathfinding, EQS and Smart Objects. | quodsoler/ | 359 | — | ~8.9k | Automated safety check: Pass | MIT | 8 days ago |
| 28 | Export an existing Unreal material, material function, layer, layer blend, material instance or Custom Pass pipeline back into DreamShaderLang source headlessly, so a hand-built material graph or… | TypeDreamMoon/ | 106 | — | ~2.9k | Automated safety check: Pass | MIT | yesterday |
| 29 | Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset. | kevinpbuckley/ | 717 | — | ~1.3k | Automated safety check: Pass | MIT | 5 days ago |
| 30 | Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion. | quodsoler/ | 359 | — | ~7k | Automated safety check: Pass | MIT | 8 days ago |
| 31 | 31.Ue4 Pak Mod 制作与调试 Unreal Engine 4.27 游戏的 pak 模组(模型/网格/资产换皮,如《二重螺旋》Duet Night Abyss)。两条路线:编辑器烘焙(Blender 自由改模型 → UE4.27 cook → pak)与二进制替换(改写已烘焙 .uasset 的导出名/载荷)。当需要「把 A 的模型换成 B 的模型」「让模型能自由导入 Blender… | pa001024/ | 134 | — | ~2.5k | Automated safety check: Pass | MIT | today |
| 32 | Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol. | Italink/ | 127 | — | ~3.4k | Automated safety check: Pass | MIT | 1 mo ago |
| 33 | Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong. | TypeDreamMoon/ | 106 | — | ~1.7k | Automated safety check: Pass | MIT | yesterday |
| 34 | Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers. | kevinpbuckley/ | 717 | — | ~2.4k | Automated safety check: Pass | MIT | 5 days ago |
| 35 | Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules. | quodsoler/ | 359 | — | ~8k | Automated safety check: Pass | MIT | 8 days ago |
| 36 | Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol. | Italink/ | 127 | — | ~4.4k | Automated safety check: Pass | MIT | 1 mo ago |
| 37 | Rewrite DreamShaderLang 1.x sources (.dsm / .dsf / .dsh) as 2.0 .dss with dsc migrate, which proves each rewrite builds the same graph before it writes anything. | TypeDreamMoon/ | 106 | — | ~1.6k | Automated safety check: Pass | MIT | yesterday |
| 38 | Creates, edits and inspects Unreal Engine UserDefinedEnums and UserDefinedStructs through Python, including adding values or members and reading internal versus display names. | kevinpbuckley/ | 717 | — | ~2.3k | Automated safety check: Pass | MIT | 5 days ago |
| 39 | A skill your agent uses when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. | quodsoler/ | 359 | — | ~7.9k | Automated safety check: Pass | MIT | 8 days ago |
| 40 | Clean up a machine-written DreamShader source — a decompiled or migrated .dss (or a 1.x .dsm / .dsf export) — into one a person would have written, without changing what it builds, and prove the… | TypeDreamMoon/ | 106 | — | ~1.9k | Automated safety check: Pass | MIT | yesterday |
| 41 | Creates Unreal Engine foliage types and scatters or places foliage instances on landscapes and meshes through FoliageService, with seeded, reproducible layouts. | kevinpbuckley/ | 717 | — | ~3.2k | Automated safety check: Pass | MIT | 5 days ago |
| 42 | Reference for exposing Unreal Engine C++ to Blueprint and calling Blueprint from C++, covering UFUNCTION and UPROPERTY specifiers, latent and async nodes, and interfaces. | quodsoler/ | 359 | — | ~7.8k | Automated safety check: Pass | MIT | 8 days ago |
| 43 | Check and compile DreamShader sources headlessly — one file or the whole DShader tree — without opening the Unreal editor, and read back every diagnostic with its file, line and code. | TypeDreamMoon/ | 106 | — | ~2.1k | Automated safety check: Pass | MIT | yesterday |
| 44 | Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target. | Jeffallan/ | 12k | — | ~1.5k | Automated safety check: Pass | MIT | 4 days ago |
| 45 | Finds and clears the five independent settings that cap the Unreal editor or game frame rate, so it runs uncapped or at a chosen target FPS. | kevinpbuckley/ | 717 | — | ~1.2k | Automated safety check: Pass | MIT | 5 days ago |
| 46 | Reference for writing and debugging UCharacterMovementComponent code in Unreal Engine C++: custom movement modes, floor detection, root motion, prediction and gravity. | quodsoler/ | 359 | — | ~8.5k | Automated safety check: Pass | MIT | 8 days ago |
| 47 | Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol. | Italink/ | 127 | — | ~1k | Automated safety check: Pass | MIT | 1 mo ago |
| 48 | Registers and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed. | kevinpbuckley/ | 717 | — | ~2.3k | Automated safety check: Pass | MIT | 5 days ago |
Questions, answered from the data.
What is the best Unreal Engine skill?
Ue Build (official) from getsentry/sentry-unreal ranks first of the 90 Unreal Engine skills listed here, with the highest score: its repository has 173 GitHub stars, its SKILL.md loads about 1k tokens and it passes the automated safety check with no findings. Next come Ue Unit Test and Debugging Code.
Is there an official Unreal Engine skill?
4 of the 90 Unreal Engine skills are official, published by the vendor's own GitHub organization: Ue Build, Ue Unit Test, Debugging Code and Refactoring Code.
How are these skills ranked?
By Skill Navigator score, which combines the GitHub stars of the skill's repository (shared across that repo's skills and discounted for large collections), how many other GitHub owners carry a copy of the skill, and automated SKILL.md quality checks, minus penalties for safety-check warnings and for each further skill from the same repository. Skills that fail the safety check are not listed.