Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-actor-editing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-actor-editing --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/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-actor-editing .claude/skills/unreal-actor-editing && 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-actor-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-actor-editing into .claude/skills/unreal-actor-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-actor-editing", 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/Italink/UnrealClientProtocol/tree/main/Skills/unreal-actor-editingType 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 Italink/UnrealClientProtocol --skill unreal-actor-editing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-actor-editing --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Skills/unreal-actor-editing .agents/skills/unreal-actor-editing && 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-actor-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-actor-editing into .agents/skills/unreal-actor-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-actor-editing", 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 Italink/UnrealClientProtocol --skill unreal-actor-editing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-actor-editing --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Skills/unreal-actor-editing .cursor/skills/unreal-actor-editing && 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-actor-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-actor-editing into .cursor/skills/unreal-actor-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-actor-editing", 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/Italink/UnrealClientProtocol.git --path Skills/unreal-actor-editing--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 Italink/UnrealClientProtocol --skill unreal-actor-editing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-actor-editing --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Skills/unreal-actor-editing .gemini/skills/unreal-actor-editing && 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-actor-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-actor-editing into .gemini/skills/unreal-actor-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-actor-editing", 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 Italink/UnrealClientProtocol unreal-actor-editingInstalls 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 Italink/UnrealClientProtocol --skill unreal-actor-editing -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .github/skills && cp -r skills-src/Skills/unreal-actor-editing .github/skills/unreal-actor-editing && 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-actor-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-actor-editing into .github/skills/unreal-actor-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-actor-editing", 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 Italink/UnrealClientProtocol --skill unreal-actor-editing -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-actor-editing --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Skills/unreal-actor-editing .opencode/skills/unreal-actor-editing && 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-actor-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-actor-editing into .opencode/skills/unreal-actor-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-actor-editing", 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-actor-editingManage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.
Unreal Actor Editing is an agent skill from Italink/UnrealClientProtocol. Manage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.
Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development. It works with Unreal Engine. The repository describes itself as: Lightweight UE5 plugin that exposes Unreal Engine's reflection system over TCP+JSON — let AI agents call UFunctions, read/write UProperties, and inspect any UObject in a running… The licence is MIT.
Read from SKILL.md and the folder at commit 7f0a56e. 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 (its code samples are json).
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 Actor Editing loads about 3.4k tokens when it runs. Until then it costs about 46 tokens; SKILL.md has 821 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 Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 821 words, ~3,373 tokens.
.claude/skills/unreal-actor-editing/SKILL.md (or your agent's skills folder).Manage actors in Unreal Engine levels through UCP's call command. This skill guides you to use engine-provided actor subsystems and libraries.
Prerequisite: The unreal-client-protocol skill must be available and the UE editor must be running with the UCP plugin enabled.
CDO Path: /Script/UnrealEd.Default__EditorActorSubsystem
This is the primary API for actor manipulation in the editor:
| Function | Description |
|---|---|
GetAllLevelActors() | Get all actors in the current level |
GetAllLevelActorsOfClass(ActorClass) | Get all actors of a specific class |
GetSelectedLevelActors() | Get currently selected actors |
SetSelectedLevelActors(ActorsToSelect) | Set actor selection |
SelectNothing() | Deselect all actors |
SpawnActorFromClass(ActorClass, Location, Rotation) | Spawn a new actor |
SpawnActorFromObject(ObjectToUse, Location, Rotation) | Spawn from an existing asset |
DuplicateActor(ActorToDuplicate, ToWorld, Offset) | Duplicate an actor |
DuplicateActors(ActorsToDuplicate, ToWorld, Offset) | Duplicate multiple actors |
DestroyActor(ActorToDestroy) | Delete an actor |
DestroyActors(ActorsToDestroy) | Delete multiple actors |
SetActorTransform(Actor, WorldTransform) | Set actor transform |
ConvertActors(Actors, ActorClass) | Convert actors to a different class |
Get all actors in level:
{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"GetAllLevelActors"}Get all static mesh actors:
{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"GetAllLevelActorsOfClass","params":{"ActorClass":"/Script/Engine.StaticMeshActor"}}Spawn a point light:
{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"SpawnActorFromClass","params":{"ActorClass":"/Script/Engine.PointLight","Location":{"X":0,"Y":0,"Z":200}}}Destroy an actor:
{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"DestroyActor","params":{"ActorToDestroy":"/Game/Maps/Main.Main:PersistentLevel.PointLight_0"}}CDO Path: /Script/Engine.Default__GameplayStatics
Useful for runtime/game queries:
| Function | Description |
|---|---|
GetAllActorsOfClass(WorldContextObject, ActorClass) | Find actors by class |
GetAllActorsWithTag(WorldContextObject, Tag) | Find actors by tag |
GetAllActorsOfClassWithTag(WorldContextObject, ActorClass, Tag) | Combined class + tag filter |
GetAllActorsWithInterface(WorldContextObject, Interface) | Find actors implementing an interface |
GetActorOfClass(WorldContextObject, ActorClass) | Get first actor of class |
FindNearestActor(WorldContextObject, Origin, ActorClass) | Find nearest actor of class to a location |
GetActorArrayAverageLocation(Actors) | Get average location of an array of actors |
GetActorArrayBounds(Actors, bOnlyCollidingComponents) | Get combined bounds of an array of actors |
GetPlayerPawn(WorldContextObject, PlayerIndex) | Get player pawn |
GetPlayerController(WorldContextObject, PlayerIndex) | Get player controller |
GetPlayerCameraManager(WorldContextObject, PlayerIndex) | Get camera manager |
CDO Path: /Script/EditorScriptingUtilities.Default__EditorLevelLibrary
Unique level editing functions not covered by UEditorActorSubsystem:
| Function | Description |
|---|---|
JoinStaticMeshActors(ActorsToJoin, JoinOptions) | Merge static meshes into one |
ReplaceSelectedActors(InAssetPath) | Replace selected actors with given asset |
GetPIEWorlds() | Get worlds from Play-In-Editor sessions |
Get the instance via FindObjectInstances with ClassName set to /Script/UnrealEd.LayersSubsystem.
| Function | Description |
|---|---|
CreateLayer(LayerName) | Create a new layer |
DeleteLayer(LayerToDelete) | Delete a layer |
RenameLayer(OriginalLayerName, NewLayerName) | Rename a layer |
AddActorToLayer(Actor, LayerName) | Add a single actor to a layer |
RemoveActorFromLayer(Actor, LayerName) | Remove a single actor from a layer |
AddActorsToLayer(Actors, LayerName) | Add multiple actors to a layer |
GetActorsFromLayer(LayerName) | Get all actors in a layer |
SetLayerVisibility(LayerName, bIsVisible) | Show/hide a layer |
SelectActorsInLayer(LayerName) | Select all actors in a layer |
AddAllLayerNamesTo(OutLayers) | Get all layer names |
Find the LayersSubsystem instance:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"FindObjectInstances","params":{"ClassName":"/Script/UnrealEd.LayersSubsystem"}}Create a layer (use the instance path returned above):
{"object":"<layers_subsystem_instance_path>","function":"CreateLayer","params":{"LayerName":"Lighting"}}Add an actor to a layer:
{"object":"<layers_subsystem_instance_path>","function":"AddActorToLayer","params":{"Actor":"/Game/Maps/Main.Main:PersistentLevel.PointLight_0","LayerName":"Lighting"}}Get the CDO at /Script/UnrealEd.Default__ActorGroupingUtils, then call Get() on it to obtain the singleton instance.
| Function | Description |
|---|---|
GroupActors(Actors) | Group specified actors |
UngroupActors(Actors) | Ungroup specified actors |
GroupSelected() | Group currently selected actors |
UngroupSelected() | Ungroup currently selected actors |
LockSelectedGroups() | Lock selected groups |
UnlockSelectedGroups() | Unlock selected groups |
CanGroupActors() | Check if current selection can be grouped |
Get the grouping utils instance:
{"object":"/Script/UnrealEd.Default__ActorGroupingUtils","function":"Get"}Group selected actors (use the instance returned by Get):
{"object":"<actor_grouping_utils_instance_path>","function":"GroupSelected"}Functions called directly on actor instance paths:
| Function | Description |
|---|---|
GetFolderPath() | Get the actor's folder path in the outliner |
SetFolderPath(NewFolderPath) | Set the actor's folder path in the outliner |
Get an actor's folder:
{"object":"/Game/Maps/Main.Main:PersistentLevel.PointLight_0","function":"GetFolderPath"}Move an actor into a folder:
{"object":"/Game/Maps/Main.Main:PersistentLevel.PointLight_0","function":"SetFolderPath","params":{"NewFolderPath":"Lighting/Dynamic"}}Functions called directly on actor instance paths:
| Function | Description |
|---|---|
K2_AttachToActor(ParentActor, SocketName, LocationRule, RotationRule, ScaleRule, bWeldSimulatedBodies) | Attach this actor to a parent actor |
K2_DetachFromActor(LocationRule, RotationRule, ScaleRule) | Detach this actor from its parent |
Rules are EAttachmentRule values: KeepRelative, KeepWorld, SnapToTarget.
Attach an actor to another:
{"object":"/Game/Maps/Main.Main:PersistentLevel.Cube_0","function":"K2_AttachToActor","params":{"ParentActor":"/Game/Maps/Main.Main:PersistentLevel.Sphere_0","SocketName":"None","LocationRule":"KeepWorld","RotationRule":"KeepWorld","ScaleRule":"KeepWorld","bWeldSimulatedBodies":false}}Detach an actor:
{"object":"/Game/Maps/Main.Main:PersistentLevel.Cube_0","function":"K2_DetachFromActor","params":{"LocationRule":"KeepWorld","RotationRule":"KeepWorld","ScaleRule":"KeepWorld"}}Get the instance via FindObjectInstances with ClassName set to /Script/LevelEditor.LevelEditorSubsystem.
| Function | Description |
|---|---|
NewLevel(AssetPath) | Create a new level |
NewLevelFromTemplate(AssetPath, TemplatePath) | Create a new level from template |
LoadLevel(AssetPath) | Load a level |
SaveCurrentLevel() | Save the current level |
SaveAllDirtyLevels() | Save all modified levels |
SetCurrentLevelByName(LevelName) | Switch current level |
GetCurrentLevel() | Get the current level |
PilotLevelActor(ActorToPilot) | Pilot an actor in the viewport |
EjectPilotLevelActor() | Stop piloting an actor |
Find the LevelEditorSubsystem instance:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"FindObjectInstances","params":{"ClassName":"/Script/LevelEditor.LevelEditorSubsystem"}}Save the current level:
{"object":"<level_editor_subsystem_instance_path>","function":"SaveCurrentLevel"}CDO Path: /Script/UnrealEd.Default__EditorLevelUtils
| Function | Description |
|---|---|
CreateNewStreamingLevel(LevelStreamingClass, NewLevelPath, bMoveSelectedActors) | Create a new streaming level |
MoveActorsToLevel(ActorsToMove, DestLevel, bWarnAboutReferences, bWarnAboutRenaming) | Move actors to another level |
K2_AddLevelToWorld(World, LevelPath, LevelStreamingClass) | Add a sub-level to the world |
K2_RemoveLevelFromWorld(Level) | Remove a sub-level from the world |
SetLevelVisibility(Level, bShouldBeVisible, bForceLayersVisible) | Show/hide a level |
GetLevels(World) | Get all levels in a world |
Get the instance via FindObjectInstances with ClassName set to /Script/UnrealEd.UnrealEditorSubsystem.
| Function | Description |
|---|---|
GetLevelViewportCameraInfo(OutCameraLocation, OutCameraRotation) | Get the viewport camera position and rotation |
SetLevelViewportCameraInfo(CameraLocation, CameraRotation) | Set the viewport camera position and rotation |
GetEditorWorld() | Get the current editor world |
ScreenToWorld(ScreenPosition) | Convert screen coordinates to world coordinates |
WorldToScreen(WorldPosition) | Convert world coordinates to screen coordinates |
Also available via UEditorUtilityLibrary:
CDO Path: /Script/Blutility.Default__EditorUtilityLibrary
| Function | Description |
|---|---|
GetSelectionBounds(Origin, BoxExtent, SphereRadius) | Get bounding info of the current selection |
Find the UnrealEditorSubsystem instance:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"FindObjectInstances","params":{"ClassName":"/Script/UnrealEd.UnrealEditorSubsystem"}}Get viewport camera info:
{"object":"<unreal_editor_subsystem_instance_path>","function":"GetLevelViewportCameraInfo"}Set viewport camera position:
{"object":"<unreal_editor_subsystem_instance_path>","function":"SetLevelViewportCameraInfo","params":{"CameraLocation":{"X":0,"Y":0,"Z":500},"CameraRotation":{"Pitch":-45,"Yaw":0,"Roll":0}}}Get selection bounds:
{"object":"/Script/Blutility.Default__EditorUtilityLibrary","function":"GetSelectionBounds"}First get all actors, then inspect a specific actor (run as separate calls):
{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"GetAllLevelActors"}{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"GetObjectProperty","params":{"ObjectPath":"<actor_path>","PropertyName":"RelativeLocation"}}Use the unreal-object-operation skill to set properties on the actor's root component:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"SetObjectProperty","params":{"ObjectPath":"<actor_root_component_path>","PropertyName":"RelativeLocation","JsonValue":"{\"X\":100,\"Y\":200,\"Z\":0}"}}Spawn an actor, then get selection (run as separate calls):
{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"SpawnActorFromClass","params":{"ActorClass":"/Script/Engine.PointLight","Location":{"X":0,"Y":0,"Z":300}}}{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"GetSelectedLevelActors"}{"object":"/Script/UnrealEd.Default__EditorActorSubsystem","function":"GetAllLevelActorsOfClass","params":{"ActorClass":"/Script/Engine.PointLight"}}Then set folder paths on each returned actor:
{"object":"/Game/Maps/Main.Main:PersistentLevel.PointLight_0","function":"SetFolderPath","params":{"NewFolderPath":"Lighting"}}{"object":"/Game/Maps/Main.Main:PersistentLevel.ChildActor_0","function":"K2_AttachToActor","params":{"ParentActor":"/Game/Maps/Main.Main:PersistentLevel.ParentActor_0","SocketName":"None","LocationRule":"KeepWorld","RotationRule":"KeepWorld","ScaleRule":"KeepWorld","bWeldSimulatedBodies":false}}© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Skills/unreal-actor-editing of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Actor Editing 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 Actor Editing this skillItalink/UnrealClientProtocol | 127 | — | ~3.4k | Automated safety check: Pass | MIT | |
| Unreal BridgeTornLux/UnrealBridge | 306 | — | ~8.4k | Automated safety check: Notes | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Unreal Animation Bone Editorkevinpbuckley/VibeUE | 730 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT |
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
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.
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.
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
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.
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.
Italink/UnrealClientProtocol
Interact with the running Unreal Engine editor via TCP bridge.
Italink/UnrealClientProtocol
Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).
Italink/UnrealClientProtocol
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.
Italink/UnrealClientProtocol
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph).
Works with
Categories
Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol. Unreal Actor Editing is an agent skill from Italink/UnrealClientProtocol. Manage actors in UE levels via UCP.
Unreal Actor Editing fits situations like: the user asks to spawn; otherwise manipulate actors in the Unreal Engine editor.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-actor-editing -a claude-code`. Or copy the skill folder (Skills/unreal-actor-editing in Italink/UnrealClientProtocol) into .claude/skills/unreal-actor-editing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-actor-editing -a codex`. Or copy the skill folder (Skills/unreal-actor-editing in Italink/UnrealClientProtocol) into .agents/skills/unreal-actor-editing 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 Italink/UnrealClientProtocol --skill unreal-actor-editing -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-actor-editing, .gemini/skills/unreal-actor-editing, .github/skills/unreal-actor-editing and .opencode/skills/unreal-actor-editing in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Actor Editing is instructions for the agent only.
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 Actor Editing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.4k tokens (SKILL.md is roughly 13k 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 Actor Editing: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars) and Unreal Animation Bone Editor (kevinpbuckley/VibeUE, 730 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Italink (a GitHub user) maintains it in Italink/UnrealClientProtocol, which has 127 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on August 28, 2026.
Source: Italink/UnrealClientProtocol on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.