Unreal Blueprint Authoring
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
$ npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install EpicGames/unreal-engine-skills-for-claude-code-plugin unreal-mcp --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/unreal-mcp .claude/skills/unreal-mcp && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unreal-mcp" agent skill from https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-mcp into .claude/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-mcpType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install EpicGames/unreal-engine-skills-for-claude-code-plugin unreal-mcp --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/unreal-mcp .agents/skills/unreal-mcp && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-mcp" agent skill from https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-mcp into .agents/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install EpicGames/unreal-engine-skills-for-claude-code-plugin unreal-mcp --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/unreal-mcp .cursor/skills/unreal-mcp && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unreal-mcp" agent skill from https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-mcp into .cursor/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git --path skills/unreal-mcp--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install EpicGames/unreal-engine-skills-for-claude-code-plugin unreal-mcp --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/unreal-mcp .gemini/skills/unreal-mcp && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unreal-mcp" agent skill from https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-mcp into .gemini/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install EpicGames/unreal-engine-skills-for-claude-code-plugin unreal-mcpInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/unreal-mcp .github/skills/unreal-mcp && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unreal-mcp" agent skill from https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-mcp into .github/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install EpicGames/unreal-engine-skills-for-claude-code-plugin unreal-mcp --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/unreal-mcp .opencode/skills/unreal-mcp && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unreal-mcp" agent skill from https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-mcp into .opencode/skills/unreal-mcp/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-mcp", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unreal-mcpDrives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
The skill connects the agent to a running Unreal Editor through the `unreal-mcp` MCP server, which offers hundreds of tools in more than 30 toolsets such as actors, Blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests and Live Coding. The agent inspects and changes editor state itself instead of telling you to do it by hand.
Because tool search is on by default, the server shows only three meta-tools. The agent calls `list_toolsets`, then `describe_toolset` to read schemas, and runs the chosen tool through `call_tool` with a toolset name, tool name and arguments. If tools seem missing, it checks the `unreal-mcp` or `unreal-mcp-proxy` connection and verifies recovery with a read-only call, since a proxy can stay connected while the editor is down. Setup and operations are covered in reference files. The skill is not meant for conceptual questions, Unity or Godot.
3 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit a6aa73a. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unreal Engine MCP loads about 1.8k tokens when it runs, and up to ~4.9k if it reads all its reference files. Until then it costs about 254 tokens; SKILL.md has 872 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from EpicGames/unreal-engine-skills-for-claude-code-plugin at commit a6aa73a, republished under its MIT licence (© EpicGames). 872 words, ~1,774 tokens.
.claude/skills/unreal-mcp/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.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.
The connection can appear as unreal-mcp-proxy when the engine's optional proxy is installed. Use that connection for Unreal tools. The proxy keeps Unreal's native tool definitions; it does not introduce replacement discovery or dispatch tools. See references/setup.md for installation.
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.Missing tools do not prove that the editor is stopped. Check the configured unreal-mcp or unreal-mcp-proxy connection and follow references/operations.md. A proxy can stay connected while Unreal is unavailable, and a client can keep a stale catalog after recovery. unreal_mcp_status reports the proxy's session state, not current reachability. Verify recovery with a read-only Unreal tool call. For first-time configuration, follow references/setup.md.
Follow these rules to protect live editor state.
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, client configuration, and optional proxy installation.references/operations.md: console commands, settings, proxy recovery, and troubleshooting for missing tools or failed calls.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.© EpicGames, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in skills/unreal-mcp of EpicGames/unreal-engine-skills-for-claude-code-plugin.
Open the folder on GitHubat commit a6aa73a
Unreal Engine MCP next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Engine MCP this skillEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| Unreal Scene Buildingflopperam/unreal-engine-mcp | 1.1k | — | ~1.4k | Automated safety check: Pass | None | |
| Unreal Engine MCP Overviewflopperam/unreal-engine-mcp | 1.1k | — | ~1.7k | Automated safety check: Pass | None | |
| Vibeuekevinpbuckley/VibeUE | 730 | — | ~5.2k | Automated safety check: Pass | MIT | |
| Unreal MCPLuciole-Studio/Misaka-Agent | 171 | 1 repos | ~3.5k | Automated safety check: Pass | MIT |
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
flopperam/unreal-engine-mcp
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/unreal-engine-mcp
Maps the tools of the Flopperam Unreal Engine MCP server and how to choose among them when working with a live Unreal Editor.
kevinpbuckley/VibeUE
Unreal Engine 5 development using the VibeUE Python API. An agent skill from kevinpbuckley/VibeUE.
Luciole-Studio/Misaka-Agent
Automate Unreal Engine editor scenes, actors, and renders. An agent skill from Luciole-Studio/Misaka-Agent.
winyunq/UnrealMotionGraphicsMCP
Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks.
Works with
Categories
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding. The skill connects the agent to a running Unreal Editor through the `unreal-mcp` MCP server, which offers hundreds of tools in more than 30 toolsets such as actors, Blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests and Live Coding. The agent inspects and changes editor state itself instead of telling you to do it by hand.
Unreal Engine MCP fits situations like: spawning, moving or duplicating actors in an Unreal level; creating or editing Blueprints, widgets, materials, Niagara systems or Sequencer assets; reading or writing properties on actors in the open project; triggering a Live Coding recompile after editing C++.
Run `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a claude-code`. Or copy the skill folder (skills/unreal-mcp in EpicGames/unreal-engine-skills-for-claude-code-plugin) into .claude/skills/unreal-mcp in your project. Claude Code loads it when a task matches its description.
Run `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a codex`. Or copy the skill folder (skills/unreal-mcp in EpicGames/unreal-engine-skills-for-claude-code-plugin) into .agents/skills/unreal-mcp in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-mcp, .gemini/skills/unreal-mcp, .github/skills/unreal-mcp and .opencode/skills/unreal-mcp in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Engine MCP is instructions for the agent only. Our summary lists: Unreal Editor running with the unreal-mcp server connected.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unreal Engine MCP is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.8k tokens (SKILL.md is roughly 7.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unreal Engine MCP: Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), Unreal Scene Building (flopperam/unreal-engine-mcp, 1.1k stars), Unreal Engine MCP Overview (flopperam/unreal-engine-mcp, 1.1k stars) and Vibeue (kevinpbuckley/VibeUE, 730 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
EpicGames (a GitHub organization) maintains it in EpicGames/unreal-engine-skills-for-claude-code-plugin, which has 338 GitHub stars. The repository was last updated on September 17, 2026.
Source: EpicGames/unreal-engine-skills-for-claude-code-plugin on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.