Agent skill

Unreal Asset Operation

by Italink in Italink/UnrealClientProtocol

Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.

MITAuto-check passedGame Development

Install Unreal Asset Operation

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-asset-operation -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-asset-operation --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-asset-operation .claude/skills/unreal-asset-operation && rm -rf skills-src

Use ~/.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/

Facts

Skill name
unreal-asset-operation
GitHub stars
127
Token cost
~4.4k tokens
SKILL.md length
1,067 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.

  • The user asks about asset search
  • SKILL.md covers Custom Function Library, Engine Built-in Asset Libraries and Common Patterns
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Asset management

What it does

Unreal Asset Operation is an agent skill from Italink/UnrealClientProtocol. Query and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.

Its SKILL.md is about 4.4k 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.

When your agent uses it

  • The user asks about asset search
  • Asset management
  • Getting selected/current assets
  • Opening/closing asset editors

Example prompts

  • “/unreal-asset-operation”

What it can do on your machine

Read from SKILL.md and the folder at commit 7f0a56e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unreal Asset Operation loads about 4.4k tokens when it runs. Until then it costs about 68 tokens; SKILL.md has 1,067 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~68
When it runs · the whole SKILL.md, loaded when a task matches
~4.4k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 1,067 words, ~4,420 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-asset-operation/SKILL.md (or your agent's skills folder).
name
unreal-asset-operation
description
Query and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.

Unreal Asset Operations

Operate on Unreal Engine assets through UCP's call command. The core approach is to obtain the IAssetRegistry instance and call its rich API directly, combined with engine asset libraries for CRUD operations.

Prerequisite: The unreal-client-protocol skill must be available and the UE editor must be running with the UCP plugin enabled.

Custom Function Library

UAssetEditorOperationLibrary (Editor)

CDO Path: /Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary

FunctionParamsReturnsDescription
GetAssetRegistry(none)IAssetRegistry objectReturns the AssetRegistry instance. Call its functions directly via UCP call.
ForceDeleteAssetsAssetPaths (array of string)int32 — number deletedForce-deletes assets ignoring references. Wraps ObjectTools::ForceDeleteObjects.
FixupReferencersAssetPaths (array of string)boolCleans up redirectors left after rename/consolidate. Wraps IAssetTools::FixupReferencers.
Getting the AssetRegistry
json
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"GetAssetRegistry"}

The returned object path can then be used as the object parameter for subsequent calls to IAssetRegistry functions.

Alternatively, you can use the engine helper directly:

json
{"object":"/Script/AssetRegistry.Default__AssetRegistryHelpers","function":"GetAssetRegistry"}
Force-deleting assets
json
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"ForceDeleteAssets","params":{"AssetPaths":["/Game/OldAssets/M_Unused","/Game/OldAssets/T_Unused"]}}
Fixing up redirectors

After renaming or consolidating assets, redirectors may be left behind. Use FixupReferencers to resolve them:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"FixupReferencers","params":{"AssetPaths":["/Game/Materials/M_OldName"]}}

Engine Built-in Asset Libraries

IAssetRegistry (via GetAssetRegistry)

Once you have the AssetRegistry instance, you can call these BlueprintCallable functions on it:

Asset Queries
FunctionKey ParamsDescription
GetAssetsByPackageNamePackageName, OutAssetData, bIncludeOnlyOnDiskAssetsGet assets in a specific package
GetAssetsByPathPackagePath, OutAssetData, bRecursiveGet assets under a content path
GetAssetsByPathsPackagePaths, OutAssetData, bRecursiveGet assets under multiple paths
GetAssetsByClassClassPathName, OutAssetData, bSearchSubClassesGet all assets of a specific class
GetAssetsFilter, OutAssetDataQuery with an FARFilter (powerful filtered search)
GetAllAssetsOutAssetData, bIncludeOnlyOnDiskAssetsGet ALL registered assets
GetAssetByObjectPathObjectPathGet single asset data by path
HasAssetsPackagePath, bRecursiveCheck if any assets exist under a path
GetInMemoryAssetsFilter, OutAssetDataQuery only currently loaded assets
Dependency & Reference Queries
FunctionKey ParamsDescription
GetDependenciesPackageName, DependencyOptions, OutDependenciesGet packages this asset depends on
GetReferencersPackageName, ReferenceOptions, OutReferencersGet packages that reference this asset
Class Hierarchy
FunctionKey ParamsDescription
GetAncestorClassNamesClassPathName, OutAncestorClassNamesGet parent classes
GetDerivedClassNamesClassNames, DerivedClassNamesGet child classes
Path & Scanning
FunctionKey ParamsDescription
GetAllCachedPathsOutPathListGet all known content paths
GetSubPathsInBasePath, OutPathList, bInRecurseGet sub-paths under a base path
ScanPathsSynchronousInPaths, bForceRescanForce scan specific paths
ScanFilesSynchronousInFilePaths, bForceRescanForce scan specific files
SearchAllAssetsbSynchronousSearchTrigger full asset scan
ScanModifiedAssetFilesInFilePathsScan modified files
IsLoadingAssets(none)Check if scan is in progress
WaitForCompletion(none)Block until scan finishes
Filter & Sort
FunctionKey ParamsDescription
RunAssetsThroughFilterAssetDataList, FilterFilter asset list in-place (keep matching)
UseFilterToExcludeAssetsAssetDataList, FilterFilter asset list in-place (remove matching)
UAssetRegistryHelpers (Static Utilities)

CDO Path: /Script/AssetRegistry.Default__AssetRegistryHelpers

FunctionDescription
GetAssetRegistryGet the IAssetRegistry instance
GetDerivedClassAssetDataGet asset data for derived classes
SortByAssetNameSort FAssetData array by name
SortByPredicateSort FAssetData array by custom predicate
IAssetTools (via UAssetToolsHelpers::GetAssetTools())

Get the instance via static helper:

json
{"object":"/Script/AssetTools.Default__AssetToolsHelpers","function":"GetAssetTools"}

Then call functions on the returned instance:

Create
FunctionKey ParamsDescription
CreateAssetAssetName, PackagePath, AssetClass, FactoryCreate a new asset (Factory can be null for simple types)
CreateUniqueAssetNameInBasePackageName, InSuffixGenerate a unique name to avoid conflicts
DuplicateAssetAssetName, PackagePath, OriginalObjectDuplicate an existing asset
Example: Create a new material
json
{"object":"<asset_tools_instance>","function":"CreateAsset","params":{"AssetName":"M_NewMaterial","PackagePath":"/Game/Materials","AssetClass":"/Script/Engine.Material","Factory":null}}
Import & Export
FunctionKey ParamsDescription
ImportAssetTasksImportTasks (array of UAssetImportTask)Import external files as assets
ImportAssetsAutomatedImportData (UAutomatedAssetImportData)Automated batch import
ExportAssetsAssetsToExport, ExportPathExport assets to files
Rename & Move
FunctionKey ParamsDescription
RenameAssetsAssetsAndNames (array of FAssetRenameData)Batch rename/move assets
FindSoftReferencesToObjectTargetObjectFind soft references to an object
RenameReferencingSoftObjectPathsPackagesToCheck, AssetRedirectorMapUpdate soft references after rename
MigratePackagesPackageNamesToMigrate, DestinationPathMigrate packages to another project
Example: Batch rename assets

RenameAssets takes an array of FAssetRenameData structs. Each struct has Asset (the object to rename), NewPackagePath (destination directory), and NewName (new asset name):

json
{"object":"<asset_tools_instance>","function":"RenameAssets","params":{"AssetsAndNames":[{"Asset":"/Game/Materials/M_OldName.M_OldName","NewPackagePath":"/Game/Materials","NewName":"M_NewName"}]}}
Example: Find soft references
json
{"object":"<asset_tools_instance>","function":"FindSoftReferencesToObject","params":{"TargetObject":"/Game/Materials/M_Example.M_Example"}}
UEditorAssetLibrary

CDO Path: /Script/EditorScriptingUtilities.Default__EditorAssetLibrary

Query & Check
FunctionDescription
DoesAssetExist(AssetPath)Check if an asset exists
DoAssetsExist(AssetPaths)Batch existence check
ListAssets(DirectoryPath, bRecursive, bIncludeFolder)List assets in directory
ListAssetByTagValue(AssetTagName, TagValue)List assets matching a specific tag value
LoadAsset(AssetPath)Load an asset into memory
LoadBlueprintClass(AssetPath)Load a Blueprint and return its generated class
GetTagValues(AssetPath, AssetTagName)Get tag values for a specific asset
FindPackageReferencersForAsset(AssetPath, bLoadAssetsToConfirm)Find all packages that reference this asset
Show full SKILL.md (409 more words)Show less
Example: Find references to an asset
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"FindPackageReferencersForAsset","params":{"AssetPath":"/Game/Materials/M_Example","bLoadAssetsToConfirm":false}}
Example: List assets by tag
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"ListAssetByTagValue","params":{"AssetTagName":"MyCustomTag","TagValue":"SomeValue"}}
Example: Load a Blueprint class
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"LoadBlueprintClass","params":{"AssetPath":"/Game/Blueprints/BP_MyActor"}}
Create & Modify
FunctionDescription
DuplicateAsset(SourceAssetPath, DestinationAssetPath)Duplicate an asset by path
DuplicateDirectory(SourceDirectoryPath, DestinationDirectoryPath)Duplicate an entire directory of assets
RenameAsset(SourceAssetPath, DestinationAssetPath)Rename/move an asset by path
RenameDirectory(SourceDirectoryPath, DestinationDirectoryPath)Rename/move an entire directory
SaveAsset(AssetToSave, bOnlyIfIsDirty)Save an asset to disk
SaveDirectory(DirectoryPath, bOnlyIfIsDirty, bRecursive)Save all assets in directory
Example: Duplicate a directory
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"DuplicateDirectory","params":{"SourceDirectoryPath":"/Game/Materials","DestinationDirectoryPath":"/Game/Materials_Backup"}}
Example: Rename a directory
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"RenameDirectory","params":{"SourceDirectoryPath":"/Game/OldFolder","DestinationDirectoryPath":"/Game/NewFolder"}}
Delete & Reference Replace
FunctionDescription
DeleteAsset(AssetPathToDelete)Delete an asset by path
ConsolidateAssets(AssetToConsolidateTo, AssetsToConsolidate)Replace all references to AssetsToConsolidate with AssetToConsolidateTo, then delete the consolidated assets
Example: Consolidate assets

Replace all references to M_OldMaterial with M_NewMaterial, effectively merging them:

json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"ConsolidateAssets","params":{"AssetToConsolidateTo":"/Game/Materials/M_NewMaterial.M_NewMaterial","AssetsToConsolidate":["/Game/Materials/M_OldMaterial.M_OldMaterial"]}}

After consolidation, run FixupReferencers to clean up any leftover redirectors:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"FixupReferencers","params":{"AssetPaths":["/Game/Materials/M_OldMaterial"]}}
Directory Management
FunctionDescription
MakeDirectory(DirectoryPath)Create a content directory
DeleteDirectory(DirectoryPath)Delete a content directory
DoesDirectoryExist(DirectoryPath)Check if directory exists
DoesDirectoryHaveAssets(DirectoryPath, bRecursive)Check if directory contains assets
Metadata Tags
FunctionDescription
SetMetadataTag(Object, Tag, Value)Set asset metadata tag
GetMetadataTag(Object, Tag)Get asset metadata tag
RemoveMetadataTag(Object, Tag)Remove asset metadata tag
GetMetadataTagValues(Object)Get all metadata tag key-value pairs for an asset
Example: Get all metadata tags
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"GetMetadataTagValues","params":{"Object":"/Game/Materials/M_Example.M_Example"}}
Browser Sync
FunctionDescription
SyncBrowserToObjects(AssetPaths)Sync the Content Browser to show the specified assets
Example: Sync browser to an asset
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"SyncBrowserToObjects","params":{"AssetPaths":["/Game/Materials/M_Example"]}}
Checkout (Source Control)
FunctionDescription
CheckoutAsset(AssetToCheckout)Check out asset for editing
CheckoutLoadedAsset(AssetToCheckout)Check out a loaded asset
CheckoutDirectory(DirectoryPath, bRecursive)Check out all assets in directory
UEditorUtilityLibrary — Content Browser & Selection

CDO Path: /Script/Blutility.Default__EditorUtilityLibrary

FunctionDescription
GetSelectedAssets()Get currently selected assets in Content Browser
GetSelectedAssetData()Get selected asset metadata
GetSelectedAssetsOfClass(AssetClass)Get selected assets filtered by class
GetCurrentContentBrowserPath()Get the current path shown in Content Browser
GetSelectedFolderPaths()Get the folder paths selected in Content Browser
SyncBrowserToFolders(FolderList)Navigate Content Browser to specified folders
Example: Get selected assets of a specific class
json
{"object":"/Script/Blutility.Default__EditorUtilityLibrary","function":"GetSelectedAssetsOfClass","params":{"AssetClass":"/Script/Engine.Material"}}
Example: Navigate Content Browser to a folder
json
{"object":"/Script/Blutility.Default__EditorUtilityLibrary","function":"SyncBrowserToFolders","params":{"FolderList":["/Game/Materials"]}}
Example: Get current Content Browser path
json
{"object":"/Script/Blutility.Default__EditorUtilityLibrary","function":"GetCurrentContentBrowserPath"}
UAssetEditorSubsystem

CDO Path: Use via call on the subsystem (get instance via FindObjectInstances)

FunctionDescription
OpenEditorForAsset(Asset)Open asset editor
CloseAllEditorsForAsset(Asset)Close all editors for asset

Common Patterns

Browse content directory
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"ListAssets","params":{"DirectoryPath":"/Game/Materials","bRecursive":true,"bIncludeFolder":false}}
Duplicate and rename an asset

First duplicate, then rename (run as separate calls):

json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"DuplicateAsset","params":{"SourceAssetPath":"/Game/Materials/M_Base","DestinationAssetPath":"/Game/Materials/M_BaseCopy"}}
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"RenameAsset","params":{"SourceAssetPath":"/Game/Materials/M_BaseCopy","DestinationAssetPath":"/Game/Materials/M_NewName"}}
Delete an asset
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"DeleteAsset","params":{"AssetPathToDelete":"/Game/Materials/M_Unused"}}
Force-delete assets ignoring references
json
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"ForceDeleteAssets","params":{"AssetPaths":["/Game/OldAssets/M_Deprecated"]}}
Query dependencies via AssetRegistry

First get the registry, then call GetDependencies on it (run as separate calls):

json
{"object":"/Script/AssetRegistry.Default__AssetRegistryHelpers","function":"GetAssetRegistry"}

Then on the returned registry path:

json
{"object":"<returned_registry_path>","function":"GetDependencies","params":{"PackageName":"/Game/Materials/M_Example","DependencyOptions":{},"OutDependencies":[]}}
Find all materials in project
json
{"object":"/Script/AssetRegistry.Default__AssetRegistryHelpers","function":"GetAssetRegistry"}

Then on the returned registry:

json
{"object":"<registry_path>","function":"GetAssetsByClass","params":{"ClassPathName":"/Script/Engine.Material","OutAssetData":[],"bSearchSubClasses":false}}
Save all dirty assets in a directory
json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"SaveDirectory","params":{"DirectoryPath":"/Game/Materials","bOnlyIfIsDirty":true,"bRecursive":true}}
Consolidate and clean up

Replace references to old assets with a canonical asset, then fix redirectors:

json
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"ConsolidateAssets","params":{"AssetToConsolidateTo":"/Game/Materials/M_Master.M_Master","AssetsToConsolidate":["/Game/Materials/M_Duplicate1.M_Duplicate1","/Game/Materials/M_Duplicate2.M_Duplicate2"]}}
json
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"FixupReferencers","params":{"AssetPaths":["/Game/Materials/M_Duplicate1","/Game/Materials/M_Duplicate2"]}}

© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Skills/unreal-asset-operation of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Asset Operation 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.

Unreal Asset Operation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Asset Operation this skillItalink/UnrealClientProtocol127—~4.4kAutomated safety check: PassMIT
Unreal BridgeTornLux/UnrealBridge306—~8.4kAutomated safety check: NotesMIT
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
UMG Material MCPwinyunq/UnrealMotionGraphicsMCP210—~913Automated safety check: PassMIT
Unreal Animation Bone Editorkevinpbuckley/VibeUE730—~1.3kAutomated safety check: PassMIT
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin338—~1.8kAutomated safety check: PassMIT

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Works with

Questions about Unreal Asset Operation

What does Unreal Asset Operation do?

Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol. Unreal Asset Operation is an agent skill from Italink/UnrealClientProtocol. Query and manage UE assets via UCP.

When should I use Unreal Asset Operation?

Unreal Asset Operation fits situations like: the user asks about asset search; asset management; getting selected/current assets; opening/closing asset editors.

How do I install Unreal Asset Operation in Claude Code?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-asset-operation -a claude-code`. Or copy the skill folder (Skills/unreal-asset-operation in Italink/UnrealClientProtocol) into .claude/skills/unreal-asset-operation in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Asset Operation in Codex?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-asset-operation -a codex`. Or copy the skill folder (Skills/unreal-asset-operation in Italink/UnrealClientProtocol) into .agents/skills/unreal-asset-operation in your project. Codex loads it when a task matches its description.

Can I use Unreal Asset Operation in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Italink/UnrealClientProtocol --skill unreal-asset-operation -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-asset-operation, .gemini/skills/unreal-asset-operation, .github/skills/unreal-asset-operation and .opencode/skills/unreal-asset-operation in your project.

What does Unreal Asset Operation need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Asset Operation is instructions for the agent only.

Does Unreal Asset Operation access the network?

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.

Is Unreal Asset Operation safe to install?

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.

What licence does Unreal Asset Operation use?

Unreal Asset Operation is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal Asset Operation use?

About 4.4k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unreal Asset Operation?

Skills that share tags, products or a category with Unreal Asset Operation: 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.

Who maintains Unreal Asset Operation?

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.