Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-asset-operation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-asset-operation --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-asset-operation .claude/skills/unreal-asset-operation && 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-asset-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-asset-operation into .claude/skills/unreal-asset-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-asset-operation", 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-asset-operationType 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-asset-operation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-asset-operation --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-asset-operation .agents/skills/unreal-asset-operation && 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-asset-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-asset-operation into .agents/skills/unreal-asset-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-asset-operation", 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-asset-operation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-asset-operation --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-asset-operation .cursor/skills/unreal-asset-operation && 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-asset-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-asset-operation into .cursor/skills/unreal-asset-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-asset-operation", 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-asset-operation--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-asset-operation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-asset-operation --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-asset-operation .gemini/skills/unreal-asset-operation && 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-asset-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-asset-operation into .gemini/skills/unreal-asset-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-asset-operation", 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-asset-operationInstalls 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-asset-operation -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-asset-operation .github/skills/unreal-asset-operation && 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-asset-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-asset-operation into .github/skills/unreal-asset-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-asset-operation", 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-asset-operation -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-asset-operation --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-asset-operation .opencode/skills/unreal-asset-operation && 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-asset-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-asset-operation into .opencode/skills/unreal-asset-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-asset-operation", 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-asset-operationQuery 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. 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.
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 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.
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). 1,067 words, ~4,420 tokens.
.claude/skills/unreal-asset-operation/SKILL.md (or your agent's skills folder).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.
CDO Path: /Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary
| Function | Params | Returns | Description |
|---|---|---|---|
GetAssetRegistry | (none) | IAssetRegistry object | Returns the AssetRegistry instance. Call its functions directly via UCP call. |
ForceDeleteAssets | AssetPaths (array of string) | int32 — number deleted | Force-deletes assets ignoring references. Wraps ObjectTools::ForceDeleteObjects. |
FixupReferencers | AssetPaths (array of string) | bool | Cleans up redirectors left after rename/consolidate. Wraps IAssetTools::FixupReferencers. |
{"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:
{"object":"/Script/AssetRegistry.Default__AssetRegistryHelpers","function":"GetAssetRegistry"}{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"ForceDeleteAssets","params":{"AssetPaths":["/Game/OldAssets/M_Unused","/Game/OldAssets/T_Unused"]}}After renaming or consolidating assets, redirectors may be left behind. Use FixupReferencers to resolve them:
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"FixupReferencers","params":{"AssetPaths":["/Game/Materials/M_OldName"]}}Once you have the AssetRegistry instance, you can call these BlueprintCallable functions on it:
| Function | Key Params | Description |
|---|---|---|
GetAssetsByPackageName | PackageName, OutAssetData, bIncludeOnlyOnDiskAssets | Get assets in a specific package |
GetAssetsByPath | PackagePath, OutAssetData, bRecursive | Get assets under a content path |
GetAssetsByPaths | PackagePaths, OutAssetData, bRecursive | Get assets under multiple paths |
GetAssetsByClass | ClassPathName, OutAssetData, bSearchSubClasses | Get all assets of a specific class |
GetAssets | Filter, OutAssetData | Query with an FARFilter (powerful filtered search) |
GetAllAssets | OutAssetData, bIncludeOnlyOnDiskAssets | Get ALL registered assets |
GetAssetByObjectPath | ObjectPath | Get single asset data by path |
HasAssets | PackagePath, bRecursive | Check if any assets exist under a path |
GetInMemoryAssets | Filter, OutAssetData | Query only currently loaded assets |
| Function | Key Params | Description |
|---|---|---|
GetDependencies | PackageName, DependencyOptions, OutDependencies | Get packages this asset depends on |
GetReferencers | PackageName, ReferenceOptions, OutReferencers | Get packages that reference this asset |
| Function | Key Params | Description |
|---|---|---|
GetAncestorClassNames | ClassPathName, OutAncestorClassNames | Get parent classes |
GetDerivedClassNames | ClassNames, DerivedClassNames | Get child classes |
| Function | Key Params | Description |
|---|---|---|
GetAllCachedPaths | OutPathList | Get all known content paths |
GetSubPaths | InBasePath, OutPathList, bInRecurse | Get sub-paths under a base path |
ScanPathsSynchronous | InPaths, bForceRescan | Force scan specific paths |
ScanFilesSynchronous | InFilePaths, bForceRescan | Force scan specific files |
SearchAllAssets | bSynchronousSearch | Trigger full asset scan |
ScanModifiedAssetFiles | InFilePaths | Scan modified files |
IsLoadingAssets | (none) | Check if scan is in progress |
WaitForCompletion | (none) | Block until scan finishes |
| Function | Key Params | Description |
|---|---|---|
RunAssetsThroughFilter | AssetDataList, Filter | Filter asset list in-place (keep matching) |
UseFilterToExcludeAssets | AssetDataList, Filter | Filter asset list in-place (remove matching) |
CDO Path: /Script/AssetRegistry.Default__AssetRegistryHelpers
| Function | Description |
|---|---|
GetAssetRegistry | Get the IAssetRegistry instance |
GetDerivedClassAssetData | Get asset data for derived classes |
SortByAssetName | Sort FAssetData array by name |
SortByPredicate | Sort FAssetData array by custom predicate |
Get the instance via static helper:
{"object":"/Script/AssetTools.Default__AssetToolsHelpers","function":"GetAssetTools"}Then call functions on the returned instance:
| Function | Key Params | Description |
|---|---|---|
CreateAsset | AssetName, PackagePath, AssetClass, Factory | Create a new asset (Factory can be null for simple types) |
CreateUniqueAssetName | InBasePackageName, InSuffix | Generate a unique name to avoid conflicts |
DuplicateAsset | AssetName, PackagePath, OriginalObject | Duplicate an existing asset |
{"object":"<asset_tools_instance>","function":"CreateAsset","params":{"AssetName":"M_NewMaterial","PackagePath":"/Game/Materials","AssetClass":"/Script/Engine.Material","Factory":null}}| Function | Key Params | Description |
|---|---|---|
ImportAssetTasks | ImportTasks (array of UAssetImportTask) | Import external files as assets |
ImportAssetsAutomated | ImportData (UAutomatedAssetImportData) | Automated batch import |
ExportAssets | AssetsToExport, ExportPath | Export assets to files |
| Function | Key Params | Description |
|---|---|---|
RenameAssets | AssetsAndNames (array of FAssetRenameData) | Batch rename/move assets |
FindSoftReferencesToObject | TargetObject | Find soft references to an object |
RenameReferencingSoftObjectPaths | PackagesToCheck, AssetRedirectorMap | Update soft references after rename |
MigratePackages | PackageNamesToMigrate, DestinationPath | Migrate packages to another project |
RenameAssets takes an array of FAssetRenameData structs. Each struct has Asset (the object to rename), NewPackagePath (destination directory), and NewName (new asset name):
{"object":"<asset_tools_instance>","function":"RenameAssets","params":{"AssetsAndNames":[{"Asset":"/Game/Materials/M_OldName.M_OldName","NewPackagePath":"/Game/Materials","NewName":"M_NewName"}]}}{"object":"<asset_tools_instance>","function":"FindSoftReferencesToObject","params":{"TargetObject":"/Game/Materials/M_Example.M_Example"}}CDO Path: /Script/EditorScriptingUtilities.Default__EditorAssetLibrary
| Function | Description |
|---|---|
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 |
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"FindPackageReferencersForAsset","params":{"AssetPath":"/Game/Materials/M_Example","bLoadAssetsToConfirm":false}}{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"ListAssetByTagValue","params":{"AssetTagName":"MyCustomTag","TagValue":"SomeValue"}}{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"LoadBlueprintClass","params":{"AssetPath":"/Game/Blueprints/BP_MyActor"}}| Function | Description |
|---|---|
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 |
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"DuplicateDirectory","params":{"SourceDirectoryPath":"/Game/Materials","DestinationDirectoryPath":"/Game/Materials_Backup"}}{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"RenameDirectory","params":{"SourceDirectoryPath":"/Game/OldFolder","DestinationDirectoryPath":"/Game/NewFolder"}}| Function | Description |
|---|---|
DeleteAsset(AssetPathToDelete) | Delete an asset by path |
ConsolidateAssets(AssetToConsolidateTo, AssetsToConsolidate) | Replace all references to AssetsToConsolidate with AssetToConsolidateTo, then delete the consolidated assets |
Replace all references to M_OldMaterial with M_NewMaterial, effectively merging them:
{"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:
{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"FixupReferencers","params":{"AssetPaths":["/Game/Materials/M_OldMaterial"]}}| Function | Description |
|---|---|
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 |
| Function | Description |
|---|---|
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 |
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"GetMetadataTagValues","params":{"Object":"/Game/Materials/M_Example.M_Example"}}| Function | Description |
|---|---|
SyncBrowserToObjects(AssetPaths) | Sync the Content Browser to show the specified assets |
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"SyncBrowserToObjects","params":{"AssetPaths":["/Game/Materials/M_Example"]}}| Function | Description |
|---|---|
CheckoutAsset(AssetToCheckout) | Check out asset for editing |
CheckoutLoadedAsset(AssetToCheckout) | Check out a loaded asset |
CheckoutDirectory(DirectoryPath, bRecursive) | Check out all assets in directory |
CDO Path: /Script/Blutility.Default__EditorUtilityLibrary
| Function | Description |
|---|---|
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 |
{"object":"/Script/Blutility.Default__EditorUtilityLibrary","function":"GetSelectedAssetsOfClass","params":{"AssetClass":"/Script/Engine.Material"}}{"object":"/Script/Blutility.Default__EditorUtilityLibrary","function":"SyncBrowserToFolders","params":{"FolderList":["/Game/Materials"]}}{"object":"/Script/Blutility.Default__EditorUtilityLibrary","function":"GetCurrentContentBrowserPath"}CDO Path: Use via call on the subsystem (get instance via FindObjectInstances)
| Function | Description |
|---|---|
OpenEditorForAsset(Asset) | Open asset editor |
CloseAllEditorsForAsset(Asset) | Close all editors for asset |
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"ListAssets","params":{"DirectoryPath":"/Game/Materials","bRecursive":true,"bIncludeFolder":false}}First duplicate, then rename (run as separate calls):
{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"DuplicateAsset","params":{"SourceAssetPath":"/Game/Materials/M_Base","DestinationAssetPath":"/Game/Materials/M_BaseCopy"}}{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"RenameAsset","params":{"SourceAssetPath":"/Game/Materials/M_BaseCopy","DestinationAssetPath":"/Game/Materials/M_NewName"}}{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"DeleteAsset","params":{"AssetPathToDelete":"/Game/Materials/M_Unused"}}{"object":"/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary","function":"ForceDeleteAssets","params":{"AssetPaths":["/Game/OldAssets/M_Deprecated"]}}First get the registry, then call GetDependencies on it (run as separate calls):
{"object":"/Script/AssetRegistry.Default__AssetRegistryHelpers","function":"GetAssetRegistry"}Then on the returned registry path:
{"object":"<returned_registry_path>","function":"GetDependencies","params":{"PackageName":"/Game/Materials/M_Example","DependencyOptions":{},"OutDependencies":[]}}{"object":"/Script/AssetRegistry.Default__AssetRegistryHelpers","function":"GetAssetRegistry"}Then on the returned registry:
{"object":"<registry_path>","function":"GetAssetsByClass","params":{"ClassPathName":"/Script/Engine.Material","OutAssetData":[],"bSearchSubClasses":false}}{"object":"/Script/EditorScriptingUtilities.Default__EditorAssetLibrary","function":"SaveDirectory","params":{"DirectoryPath":"/Game/Materials","bOnlyIfIsDirty":true,"bRecursive":true}}Replace references to old assets with a canonical asset, then fix redirectors:
{"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"]}}{"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
Just SKILL.md in Skills/unreal-asset-operation of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Asset Operation this skillItalink/UnrealClientProtocol | 127 | — | ~4.4k | 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
Manage actors in UE levels 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
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.
Unreal Asset Operation fits situations like: the user asks about asset search; asset management; getting selected/current assets; opening/closing asset editors.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Unreal Asset Operation 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 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.
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.
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.
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.