Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
Interact with the running Unreal Engine editor via TCP bridge.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-client-protocol -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-client-protocol --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-client-protocol .claude/skills/unreal-client-protocol && 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-client-protocol" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-client-protocol into .claude/skills/unreal-client-protocol/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-client-protocol", 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-client-protocolType 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-client-protocol -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-client-protocol --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-client-protocol .agents/skills/unreal-client-protocol && 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-client-protocol" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-client-protocol into .agents/skills/unreal-client-protocol/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-client-protocol", 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-client-protocol -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-client-protocol --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-client-protocol .cursor/skills/unreal-client-protocol && 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-client-protocol" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-client-protocol into .cursor/skills/unreal-client-protocol/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-client-protocol", 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-client-protocol--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-client-protocol -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-client-protocol --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-client-protocol .gemini/skills/unreal-client-protocol && 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-client-protocol" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-client-protocol into .gemini/skills/unreal-client-protocol/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-client-protocol", 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-client-protocolInstalls 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-client-protocol -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-client-protocol .github/skills/unreal-client-protocol && 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-client-protocol" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-client-protocol into .github/skills/unreal-client-protocol/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-client-protocol", 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-client-protocol -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-client-protocol --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-client-protocol .opencode/skills/unreal-client-protocol && 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-client-protocol" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-client-protocol into .opencode/skills/unreal-client-protocol/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-client-protocol", 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-client-protocolInteract with the running Unreal Engine editor via TCP bridge.
Unreal Client Protocol is an agent skill from Italink/UnrealClientProtocol. Interact with the running Unreal Engine editor via TCP bridge. Use when the user asks to call UFunctions or perform any Unreal Engine operation. This is the transport layer — see domain-specific skills (unreal-object-operation, unreal-material-editing, etc.) for specific operations.
Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts (for example `scripts/UCP.py`).
It sits in Game Development, covering Game development. It works with Unreal Engine and PowerShell. 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.
2 steps, taken from the first numbered list in SKILL.md.
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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
pythonFrom 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 Client Protocol loads about 1.7k tokens when it runs. Until then it costs about 77 tokens; SKILL.md has 650 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); the scripts in this folder are not scanned.
The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 650 words, ~1,713 tokens.
.claude/skills/unreal-client-protocol/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Communicate with a running UE editor through the UnrealClientProtocol TCP plugin. UCP exposes a single command — call any UFunction on any UObject via JSON. All functionality is provided through Blueprint Function Libraries that you invoke this way.
When you read this SKILL.md, you already know its absolute path. Replace the filename with scripts/UCP.py to get UCP.py's path. For example, if this file is at X/Skills/unreal-client-protocol/SKILL.md, then UCP.py is at X/Skills/unreal-client-protocol/scripts/UCP.py. Do NOT search or glob for UCP.py.
Use PowerShell here-string (@'...'@) to pipe JSON into UCP.py. This avoids all quote/escape issues:
@'
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"FindObjectInstances","params":{"ClassName":"/Script/Engine.World"}}
'@ | python "<path-to-UCP.py>"IMPORTANT: The @' must be on its own line, and '@ must also be at the start of its own line. This is PowerShell here-string syntax — the content between them is passed verbatim with zero escaping needed.
NEVER use echo '...' or echo "..." for JSON in PowerShell — quotes and braces will be corrupted.
{"object":"<object_path>","function":"<func_name>","params":{...}}object: Full UObject path — use CDO path for static/library functions, instance path for member methods.function: The UFunction name exactly as declared in C++.params: (optional) Map of parameter name -> value. UObject* params accept path strings. Omit WorldContextObject.TArray<AActor*>& OutActors, etc.) can be omitted from params — they are auto-initialized and returned as part of the result after execution.GetAllActorsOfClass with only {"ActorClass":"/Script/Engine.StaticMeshActor"} returns {"OutActors":["/Game/Maps/Main.Main:PersistentLevel.Cube_0", ...]}.When an operation involves predictable multi-step logic (loops, conditionals, bulk modifications), do NOT issue many individual calls. Instead:
UPythonScriptLibrary::ExecutePythonScript.This dramatically reduces tool-call round-trips and gives you the full power of Python for flow control.
You (the AI) already possess extensive knowledge of the Unreal Engine C++ / Blueprint API. Always leverage that knowledge to construct commands directly. Use DescribeObject / DescribeObjectFunction only when uncertain about project-specific classes.
ExecutePythonScript.WorldContextObject manually.FLatentActionInfo will be rejected.log field. If the response contains a log array, warnings or errors occurred.{"error":"...", "expected":{...}} — use it to self-correct.| Kind | Pattern | Example |
|---|---|---|
| Static/CDO | /Script/<Module>.Default__<Class> | /Script/Engine.Default__KismetSystemLibrary |
| Instance | /Game/Maps/<Level>.<Level>:PersistentLevel.<Actor> | /Game/Maps/Main.Main:PersistentLevel.BP_Hero_C_0 |
| Class (for find) | /Script/<Module>.<Class> | /Script/Engine.StaticMeshActor |
CDO class name convention: Drop the U or A prefix. UKismetSystemLibrary -> Default__KismetSystemLibrary.
UCP provides several function libraries. Each has its own Skill for detailed documentation:
| Library | CDO Path | Skill | Purpose |
|---|---|---|---|
UObjectOperationLibrary | /Script/UnrealClientProtocol.Default__ObjectOperationLibrary | unreal-object-operation | Object property R/W, reflection, instance search |
UObjectEditorOperationLibrary | /Script/UnrealClientProtocolEditor.Default__ObjectEditorOperationLibrary | unreal-object-operation | Undo/Redo transactions |
UAssetEditorOperationLibrary | /Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibrary | unreal-asset-operation | Get AssetRegistry instance for asset queries |
UNodeCodeEditingLibrary | /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary | unreal-material-editing / unreal-blueprint-editing | Unified node graph read/write (Material, Blueprint) |
UActorEditorOperationLibrary | /Script/UnrealClientProtocolEditor.Default__ActorEditorOperationLibrary | unreal-actor-editing | Actor operations (placeholder) |
UPIEOperationLibrary | /Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary | unreal-pie-control | Start/stop/pause PIE and SIE sessions |
ULiveCodingOperationLibrary | /Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary | unreal-live-coding | Live Coding compile (deferred response) |
{"error":"...", "expected":{...}} where expected contains the function signature."id" field (e.g. "UCP-A1B2C3D4"), automatically generated by the plugin. This ID is also the Undo transaction description — record it for safe undo (see unreal-object-operation skill).FUCPDeferredResponse use async execution — UCP.py keeps the TCP connection open and receives the result when the operation completes. No polling needed. Set UE_TIMEOUT to a larger value for long operations (e.g. $env:UE_TIMEOUT = "120" for Live Coding compile).log field (string array) is appended."log_level":"all" to any request to capture all log levels (default captures Warning+). Options: "all", "log", "display", "warning" (default), "error".© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (scripts) in Skills/unreal-client-protocol of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Client Protocol 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 Client Protocol this skillItalink/UnrealClientProtocol | 127 | — | ~1.7k | Automated safety check: Pass | MIT | |
| Unreal BridgeTornLux/UnrealBridge | 305 | — | ~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 | 726 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 332 | — | ~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
Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.
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
Interact with the running Unreal Engine editor via TCP bridge. Unreal Client Protocol is an agent skill from Italink/UnrealClientProtocol. Interact with the running Unreal Engine editor via TCP bridge.
Unreal Client Protocol fits situations like: the user asks to call UFunctions; perform any Unreal Engine operation.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-client-protocol -a claude-code`. Or copy the skill folder (Skills/unreal-client-protocol in Italink/UnrealClientProtocol) into .claude/skills/unreal-client-protocol in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-client-protocol -a codex`. Or copy the skill folder (Skills/unreal-client-protocol in Italink/UnrealClientProtocol) into .agents/skills/unreal-client-protocol 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-client-protocol -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-client-protocol, .gemini/skills/unreal-client-protocol, .github/skills/unreal-client-protocol and .opencode/skills/unreal-client-protocol in your project.
Going by SKILL.md and its folder, Unreal Client Protocol needs Python for the scripts in its folder and the command-line tools its instructions call (python). Our summary lists: Python 3.
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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Unreal Client Protocol is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.7k tokens (SKILL.md is roughly 6.9k 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 Client Protocol: Unreal Bridge (TornLux/UnrealBridge, 305 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, 726 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.