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Unreal Engine
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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | 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 |
| 2 | Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge. | TornLux/ | 305 | — | ~8.4k | Automated safety check: Notes | MIT | 8 days ago |
| 3 | 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 |
| 4 | A skill your agent uses when writing or modifying UE C++ (classes, actors, components, subsystems, interfaces, function libraries) with Rider MCP available. | JasonMa0012/ | 750 | — | ~1.9k | Automated safety check: Notes | Unknown | 21 days ago |
| 5 | 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 |
| 6 | 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/ | 210 | — | ~913 | Automated safety check: Pass | MIT | 2 mo ago |
| 7 | Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop. | kevinpbuckley/ | 726 | — | ~1.3k | Automated safety check: Pass | MIT | 2 days ago |
| 8 | A skill your agent uses when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available. | JasonMa0012/ | 750 | — | ~2.9k | Automated safety check: Notes | Unknown | 21 days ago |
| 9 | Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding. | EpicGames/ | 332 | — | ~1.8k | Automated safety check: Pass | MIT | 22 days ago |
| 10 | Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks. | winyunq/ | 210 | — | ~2.6k | Automated safety check: Pass | MIT | 2 mo ago |
| 11 | Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings. | kevinpbuckley/ | 726 | — | ~3.6k | Automated safety check: Pass | MIT | 2 days ago |
| 12 | A skill your agent uses when writing or modifying UE automated tests (Automation, CQTest, Functional, Gauntlet, LowLevel) with Rider MCP available. | JasonMa0012/ | 750 | — | ~2.1k | Automated safety check: Notes | Unknown | 21 days ago |
| 13 | 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/ | 136 | — | ~2.6k | Automated safety check: Pass | MIT | yesterday |
| 14 | Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield. | beshuaxian/ | 950 | — | ~18k | Automated safety check: Pass | No licence | 6 mo ago |
| 15 | 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 |
| 16 | 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/ | 726 | — | ~3.2k | Automated safety check: Pass | MIT | 2 days ago |
| 17 | Used when users need to upgrade UE branch versions, for example from UE 5.7 to UE 5.8. | JasonMa0012/ | 750 | — | ~1.6k | Automated safety check: Pass | Unknown | 21 days ago |
| 18 | Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition. | quodsoler/ | 360 | — | ~7.5k | Automated safety check: Pass | MIT | 11 days ago |
| 19 | Interact with the running Unreal Engine editor via TCP bridge. | Italink/ | 127 | — | ~1.7k | Automated safety check: Pass | MIT | 1 mo ago |
| 20 | 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 |
| 21 | 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 | today |
| 22 | Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes. | kevinpbuckley/ | 726 | — | ~6.5k | Automated safety check: Pass | MIT | 2 days ago |
| 23 | Guides Unreal Engine C++ AI work across AI controllers, behavior trees, blackboards, perception, navmesh pathfinding, EQS and Smart Objects. | quodsoler/ | 360 | — | ~8.9k | Automated safety check: Pass | MIT | 11 days ago |
| 24 | 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 | today |
| 25 | 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/ | 726 | — | ~1.3k | Automated safety check: Pass | MIT | 2 days ago |
| 26 | Build the SentryPlayground sample project for a target platform | getsentry/ | 173 | — | ~1k | Automated safety check: Pass | MIT | yesterday |
| 27 | 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/ | 360 | — | ~7k | Automated safety check: Pass | MIT | 11 days ago |
| 28 | 28.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/ | 136 | — | ~2.5k | Automated safety check: Pass | MIT | yesterday |
| 29 | 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 |
| 30 | 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 | today |
| 31 | Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers. | kevinpbuckley/ | 726 | — | ~2.4k | Automated safety check: Pass | MIT | 2 days ago |
| 32 | 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/ | 360 | — | ~8k | Automated safety check: Pass | MIT | 11 days ago |
| 33 | 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 |
| 34 | 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 | today |
| 35 | Creates, edits and inspects Unreal Engine UserDefinedEnums and UserDefinedStructs through Python, including adding values or members and reading internal versus display names. | kevinpbuckley/ | 726 | — | ~2.3k | Automated safety check: Pass | MIT | 2 days ago |
| 36 | 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/ | 360 | — | ~7.9k | Automated safety check: Pass | MIT | 11 days ago |
| 37 | 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 | today |
| 38 | Run Sentry unit tests via Unreal automation. An agent skill from getsentry/sentry-unreal. | getsentry/ | 173 | — | ~756 | Automated safety check: Pass | MIT | yesterday |
| 39 | Creates Unreal Engine foliage types and scatters or places foliage instances on landscapes and meshes through FoliageService, with seeded, reproducible layouts. | kevinpbuckley/ | 726 | — | ~3.2k | Automated safety check: Pass | MIT | 2 days ago |
| 40 | 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/ | 360 | — | ~7.8k | Automated safety check: Pass | MIT | 11 days ago |
| 41 | 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 | today |
| 42 | 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 | 6 days ago |
| 43 | 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/ | 726 | — | ~1.2k | Automated safety check: Pass | MIT | 2 days ago |
| 44 | Reference for writing and debugging UCharacterMovementComponent code in Unreal Engine C++: custom movement modes, floor detection, root motion, prediction and gravity. | quodsoler/ | 360 | — | ~8.5k | Automated safety check: Pass | MIT | 11 days ago |
| 45 | Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol. | Italink/ | 127 | — | ~1k | Automated safety check: Pass | MIT | 1 mo ago |
| 46 | Registers and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed. | kevinpbuckley/ | 726 | — | ~2.3k | Automated safety check: Pass | MIT | 2 days ago |
| 47 | Reference for Unreal Engine C++ on the reflection system and core types: UCLASS macros, containers, delegates, strings, object lifetime, subsystems and logging. | quodsoler/ | 360 | — | ~6.8k | Automated safety check: Pass | MIT | 11 days ago |
| 48 | Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. | ukanwat/ | 387 | 1 repo | ~1.4k | Automated safety check: Pass | Apache-2.0 | yesterday |