Agent skill

Unreal Client Protocol

by Italink in Italink/UnrealClientProtocol

Interact with the running Unreal Engine editor via TCP bridge.

MITAuto-check passedGame Development

Install Unreal Client Protocol

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-client-protocol -a claude-code

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-client-protocol --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-client-protocol .claude/skills/unreal-client-protocol && 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-client-protocol
GitHub stars
127
Token cost
~1.7k tokens
SKILL.md length
650 words
Files
2 (incl. scripts)
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Interact with the running Unreal Engine editor via TCP bridge.

  • Works in 2 steps: Write a Python script that performs all… → Execute it via a single call to…
  • The user asks to call UFunctions
  • SKILL.md covers Invocation, Command Format, Complex Operation Strategy and Core Principle — "Knowledge…, plus 3 more sections
  • Runs Python scripts from its folder; calls python

What it does

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.

When your agent uses it

  • The user asks to call UFunctions
  • Perform any Unreal Engine operation

Example prompts

  • “/unreal-client-protocol”

Requirements

  • Python 3

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. Write a Python script that performs all the steps in one go.
  2. Execute it via a single call to UPythonScriptLibrary::ExecutePythonScript.

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

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • python

    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 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.

Always · name and description, kept in context so the agent knows when to use it
~77
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 650 words, ~1,713 tokens.

Download SKILL.mdSave it as .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.
name
unreal-client-protocol
description
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.

UnrealClientProtocol

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.

Invocation

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:

powershell
@'
{"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.

Command Format

json
{"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.
Parameter handling
  • Out parameters (TArray<AActor*>& OutActors, etc.) can be omitted from params — they are auto-initialized and returned as part of the result after execution.
  • Return values and all out parameters are serialized together in the response. For example, calling GetAllActorsOfClass with only {"ActorClass":"/Script/Engine.StaticMeshActor"} returns {"OutActors":["/Game/Maps/Main.Main:PersistentLevel.Cube_0", ...]}.
  • UObject* parameters accept full object paths as strings. The system resolves them automatically.

Complex Operation Strategy

When an operation involves predictable multi-step logic (loops, conditionals, bulk modifications), do NOT issue many individual calls. Instead:

  1. Write a Python script that performs all the steps in one go.
  2. Execute it via a single call to UPythonScriptLibrary::ExecutePythonScript.

This dramatically reduces tool-call round-trips and gives you the full power of Python for flow control.

Core Principle — "Knowledge First"

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.

Key Rules
  1. Construct from knowledge first. You know UE APIs. Just call them.
  2. Script for bulk operations. When you need loops or conditionals, write a Python script and execute it via ExecutePythonScript.
  3. WorldContext is auto-injected. Never pass WorldContextObject manually.
  4. Latent functions are not supported. Functions with FLatentActionInfo will be rejected.
  5. Check the log field. If the response contains a log array, warnings or errors occurred.
  6. Read error responses carefully. A failed call returns {"error":"...", "expected":{...}} — use it to self-correct.
Show full SKILL.md (231 more words)Show less

Object Path Conventions

KindPatternExample
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.

Available Blueprint Function Libraries

UCP provides several function libraries. Each has its own Skill for detailed documentation:

LibraryCDO PathSkillPurpose
UObjectOperationLibrary/Script/UnrealClientProtocol.Default__ObjectOperationLibraryunreal-object-operationObject property R/W, reflection, instance search
UObjectEditorOperationLibrary/Script/UnrealClientProtocolEditor.Default__ObjectEditorOperationLibraryunreal-object-operationUndo/Redo transactions
UAssetEditorOperationLibrary/Script/UnrealClientProtocolEditor.Default__AssetEditorOperationLibraryunreal-asset-operationGet AssetRegistry instance for asset queries
UNodeCodeEditingLibrary/Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibraryunreal-material-editing / unreal-blueprint-editingUnified node graph read/write (Material, Blueprint)
UActorEditorOperationLibrary/Script/UnrealClientProtocolEditor.Default__ActorEditorOperationLibraryunreal-actor-editingActor operations (placeholder)
UPIEOperationLibrary/Script/UnrealClientProtocolEditor.Default__PIEOperationLibraryunreal-pie-controlStart/stop/pause PIE and SIE sessions
ULiveCodingOperationLibrary/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibraryunreal-live-codingLive Coding compile (deferred response)

Response Format

  • Success: Returns the result value directly, no wrapper.
  • Failure: Returns {"error":"...", "expected":{...}} where expected contains the function signature.
  • Transaction ID: Every response includes an "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).
  • Deferred Response: Functions returning 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: If warnings/errors occurred, a log field (string array) is appended.
  • Log level: Add "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

Files

SKILL.md and 1 other file (scripts) in Skills/unreal-client-protocol of Italink/UnrealClientProtocol.

  • SKILL.md
  • scripts/UCP.py

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

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.

Unreal Client Protocol compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Client Protocol this skillItalink/UnrealClientProtocol127—~1.7kAutomated safety check: PassMIT
Unreal BridgeTornLux/UnrealBridge305—~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/VibeUE726—~1.3kAutomated safety check: PassMIT
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin332—~1.8kAutomated safety check: PassMIT

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More from Italink/UnrealClientProtocol

All 24 skills in this repo
  • Unreal Actor Editing

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    Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.

    127 GitHub stars~3.4k tokensUpdated 1 mo ago
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  • Unreal Asset Operation

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

    127 GitHub stars~4.4k tokensUpdated 1 mo ago
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  • Unreal Blueprint Editing

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    127 GitHub stars~1.7k tokensUpdated 1 mo ago
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  • Unreal Large Blueprint Analysis

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    Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.

    127 GitHub stars~2.6k tokensUpdated 1 mo ago
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  • Unreal Live Coding

    Italink/UnrealClientProtocol

    Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.

    127 GitHub stars~1k tokensUpdated 1 mo ago
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  • Unreal Material Editing

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Questions about Unreal Client Protocol

What does Unreal Client Protocol do?

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.

When should I use Unreal Client Protocol?

Unreal Client Protocol fits situations like: the user asks to call UFunctions; perform any Unreal Engine operation.

How do I install Unreal Client Protocol in Claude Code?

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.

How do I install Unreal Client Protocol in Codex?

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.

Can I use Unreal Client Protocol 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-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.

What does Unreal Client Protocol need to run?

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.

Does Unreal Client Protocol 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 Client Protocol 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Unreal Client Protocol use?

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.

How many tokens does Unreal Client Protocol use?

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.

What are the alternatives to Unreal Client Protocol?

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.

Who maintains Unreal Client Protocol?

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.