Unreal Engine MCP
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
$ npx skills add flopperam/unreal-engine-mcp --skill blueprint-authoring -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install flopperam/unreal-engine-mcp blueprint-authoring --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/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/blueprint-authoring .claude/skills/blueprint-authoring && 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 "blueprint-authoring" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/blueprint-authoring into .claude/skills/blueprint-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blueprint-authoring", 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/flopperam/unreal-engine-mcp/tree/main/skills/blueprint-authoringType 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 flopperam/unreal-engine-mcp --skill blueprint-authoring -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install flopperam/unreal-engine-mcp blueprint-authoring --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/blueprint-authoring .agents/skills/blueprint-authoring && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "blueprint-authoring" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/blueprint-authoring into .agents/skills/blueprint-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blueprint-authoring", 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 flopperam/unreal-engine-mcp --skill blueprint-authoring -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install flopperam/unreal-engine-mcp blueprint-authoring --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/blueprint-authoring .cursor/skills/blueprint-authoring && 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 "blueprint-authoring" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/blueprint-authoring into .cursor/skills/blueprint-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blueprint-authoring", 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/flopperam/unreal-engine-mcp.git --path skills/blueprint-authoring--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 flopperam/unreal-engine-mcp --skill blueprint-authoring -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install flopperam/unreal-engine-mcp blueprint-authoring --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/blueprint-authoring .gemini/skills/blueprint-authoring && 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 "blueprint-authoring" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/blueprint-authoring into .gemini/skills/blueprint-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blueprint-authoring", 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 flopperam/unreal-engine-mcp blueprint-authoringInstalls 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 flopperam/unreal-engine-mcp --skill blueprint-authoring -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/blueprint-authoring .github/skills/blueprint-authoring && 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 "blueprint-authoring" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/blueprint-authoring into .github/skills/blueprint-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blueprint-authoring", 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 flopperam/unreal-engine-mcp --skill blueprint-authoring -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install flopperam/unreal-engine-mcp blueprint-authoring --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flopperam/unreal-engine-mcp.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/blueprint-authoring .opencode/skills/blueprint-authoring && 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 "blueprint-authoring" agent skill from https://github.com/flopperam/unreal-engine-mcp/tree/main/skills/blueprint-authoring into .opencode/skills/blueprint-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "blueprint-authoring", 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.
blueprint-authoringWalks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
The skill lays out a cycle for the Flopperam Unreal Engine MCP: orient, probe, create, author, commit and verify. At least one read tool such as `bp_brief`, `bp_inspect` or `bp_export` must run before any write, which satisfies the server's write guard. `bp_dry_run` can check an intent or a full spec without changing anything, catching bad class paths or unsupported variable types before an apply.
`bp_create` makes Actor, Pawn, Character, component and object Blueprints as well as interfaces, enums and structs, and can bake a placed level actor into a new Blueprint. Narrow writes such as `bp_variable` defer compilation, so many edits can be stacked and committed once with `bp_commit`, and `bp_inspect` or `pie_test_bp` verify the result. Notes warn about field-name gotchas, such as misnamed fields being silently ignored.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b1b495b. 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 Blueprint Authoring loads about 1.6k tokens when it runs. Until then it costs about 77 tokens; SKILL.md has 601 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.
Without a licence we can't republish the file, so here is its outline and opening line. It has 601 words (~1,569 tokens).
“Skip steps for trivial edits — a single-variable tweak on an already-read BP goes straight from bp_variable to bp_commit.”
Just SKILL.md in skills/blueprint-authoring of flopperam/unreal-engine-mcp.
Open the folder on GitHubat commit b1b495b
Unreal Blueprint Authoring 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 Blueprint Authoring this skillflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 332 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Vibeuekevinpbuckley/VibeUE | 726 | — | ~5.2k | Automated safety check: Pass | MIT | |
| Unreal MCPLuciole-Studio/Misaka-Agent | 158 | 1 repos | ~3.5k | Automated safety check: Pass | MIT | |
| UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~2.6k | Automated safety check: Pass | MIT | |
| MCP DriverRandallLiuXin/GodotMaker | 550 | 1 repos | ~1.1k | Automated safety check: Pass | Custom licence |
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
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.
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
winyunq/UnrealMotionGraphicsMCP
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.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
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.
Works with
Categories
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification. The skill lays out a cycle for the Flopperam Unreal Engine MCP: orient, probe, create, author, commit and verify. At least one read tool such as `bp_brief`, `bp_inspect` or `bp_export` must run before any write, which satisfies the server's write guard.
Unreal Blueprint Authoring fits situations like: creating a new Blueprint with variables and components; wiring events or function graphs in an existing Blueprint; debugging Blueprint compile errors.
Run `npx skills add flopperam/unreal-engine-mcp --skill blueprint-authoring -a claude-code`. Or copy the skill folder (skills/blueprint-authoring in flopperam/unreal-engine-mcp) into .claude/skills/blueprint-authoring in your project. Claude Code loads it when a task matches its description.
Run `npx skills add flopperam/unreal-engine-mcp --skill blueprint-authoring -a codex`. Or copy the skill folder (skills/blueprint-authoring in flopperam/unreal-engine-mcp) into .agents/skills/blueprint-authoring 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 flopperam/unreal-engine-mcp --skill blueprint-authoring -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/blueprint-authoring, .gemini/skills/blueprint-authoring, .github/skills/blueprint-authoring and .opencode/skills/blueprint-authoring in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Blueprint Authoring is instructions for the agent only. Our summary lists: Unreal Engine with the Flopperam Unreal Engine 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.
No licence was found for Unreal Blueprint Authoring or its repository. Without one, default copyright applies: ask the author before reusing or redistributing it.
About 1.6k tokens (SKILL.md is roughly 6.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unreal Blueprint Authoring: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Vibeue (kevinpbuckley/VibeUE, 726 stars), Unreal MCP (Luciole-Studio/Misaka-Agent, 158 stars) and UMG MCP Authoring (winyunq/UnrealMotionGraphicsMCP, 210 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
flopperam (a GitHub organization) maintains it in flopperam/unreal-engine-mcp, which has 1,094 GitHub stars. The repository holds 4 skills in this directory. The repository was last updated on June 26, 2026.
Source: flopperam/unreal-engine-mcp on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.