Unreal Engine MCP
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.
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-live-coding -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-live-coding --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-live-coding .claude/skills/unreal-live-coding && 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-live-coding" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-live-coding into .claude/skills/unreal-live-coding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-live-coding", 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-live-codingType 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-live-coding -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-live-coding --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-live-coding .agents/skills/unreal-live-coding && 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-live-coding" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-live-coding into .agents/skills/unreal-live-coding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-live-coding", 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-live-coding -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-live-coding --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-live-coding .cursor/skills/unreal-live-coding && 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-live-coding" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-live-coding into .cursor/skills/unreal-live-coding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-live-coding", 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-live-coding--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-live-coding -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-live-coding --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-live-coding .gemini/skills/unreal-live-coding && 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-live-coding" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-live-coding into .gemini/skills/unreal-live-coding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-live-coding", 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-live-codingInstalls 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-live-coding -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-live-coding .github/skills/unreal-live-coding && 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-live-coding" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-live-coding into .github/skills/unreal-live-coding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-live-coding", 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-live-coding -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-live-coding --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-live-coding .opencode/skills/unreal-live-coding && 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-live-coding" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-live-coding into .opencode/skills/unreal-live-coding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-live-coding", 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-live-codingTrigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
Unreal Live Coding is an agent skill from Italink/UnrealClientProtocol. Trigger Live Coding compilation via UCP. Use when the user asks to recompile C++ code, trigger live coding, hot reload C++ changes, or check compilation status in Unreal Engine.
Its SKILL.md is about 1k 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 C++ and 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.
5 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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are json and powershell).
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 Live Coding loads about 1k tokens when it runs. Until then it costs about 49 tokens; SKILL.md has 359 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). 359 words, ~1,008 tokens.
.claude/skills/unreal-live-coding/SKILL.md (or your agent's skills folder).Trigger and manage Live Coding (runtime C++ recompilation) through UCP's call command. The Compile function uses deferred response — UCP.py will automatically wait for compilation to finish without blocking the UE editor or requiring polling.
Prerequisite: The unreal-client-protocol skill must be available, the UE editor must be running with UCP enabled, and Live Coding must be enabled in Editor Preferences (Windows only).
CDO Path: /Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary
| Function | Params | Returns | Description |
|---|---|---|---|
Compile | (none) | FUCPDeferredResponse | Trigger Live Coding compile. Response is deferred — UCP.py waits until compilation finishes, then receives the result. |
IsCompiling | (none) | bool | Whether a Live Coding compile is in progress |
IsLiveCodingEnabled | (none) | bool | Whether Live Coding is enabled for the current session |
EnableLiveCoding | bEnable (bool) | bool | Enable or disable Live Coding for the current session |
Compile returns FUCPDeferredResponse — a special UCP return type that enables non-blocking async execution:
Compile requestImportant: Set UE_TIMEOUT environment variable to a larger value (e.g. 120) before calling Compile, as compilation may take longer than the default 30-second timeout:
$env:UE_TIMEOUT = "120"Trigger compilation (waits for completion):
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"Compile"}Check if currently compiling:
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"IsCompiling"}Check if Live Coding is enabled:
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"IsLiveCodingEnabled"}Enable Live Coding:
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"EnableLiveCoding","params":{"bEnable":true}}After modifying .cpp files, trigger Live Coding to apply changes without restarting the editor:
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"Compile"}The response will contain {"status": "success"} when compilation succeeds.
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"IsLiveCodingEnabled"}If false, enable it first:
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"EnableLiveCoding","params":{"bEnable":true}}UCLASS, USTRUCT, UENUM, UFUNCTION declarations, or any changes in header files require a full editor restart.cpp body changes only — the safest use case is modifying function implementations in .cpp files© 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-live-coding of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Live Coding 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 Live Coding this skillItalink/UnrealClientProtocol | 127 | — | ~1k | Automated safety check: Pass | MIT | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 332 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Unreal Actor-Component Architecturequodsoler/unreal-engine-skills | 360 | — | ~7.5k | Automated safety check: Pass | MIT | |
| Unreal Engine Animation Systemquodsoler/unreal-engine-skills | 360 | — | ~7k | Automated safety check: Pass | MIT | |
| Unreal Engine Async and Threadingquodsoler/unreal-engine-skills | 360 | — | ~8k | Automated safety check: Pass | MIT | |
| Unreal Blueprint and C++ Interopquodsoler/unreal-engine-skills | 360 | — | ~7.8k | Automated safety check: Pass | MIT |
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.
quodsoler/unreal-engine-skills
Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.
quodsoler/unreal-engine-skills
Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion.
quodsoler/unreal-engine-skills
Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules.
quodsoler/unreal-engine-skills
Reference for exposing Unreal Engine C++ to Blueprint and calling Blueprint from C++, covering UFUNCTION and UPROPERTY specifiers, latent and async nodes, and interfaces.
quodsoler/unreal-engine-skills
Reference for writing and debugging UCharacterMovementComponent code in Unreal Engine C++: custom movement modes, floor detection, root motion, prediction and gravity.
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
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
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph).
Works with
Categories
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol. Unreal Live Coding is an agent skill from Italink/UnrealClientProtocol. Trigger Live Coding compilation via UCP.
Unreal Live Coding fits situations like: live Coding compilation via UCP; the user asks to recompile C++ code; trigger live coding; hot reload C++ changes.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-live-coding -a claude-code`. Or copy the skill folder (Skills/unreal-live-coding in Italink/UnrealClientProtocol) into .claude/skills/unreal-live-coding in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-live-coding -a codex`. Or copy the skill folder (Skills/unreal-live-coding in Italink/UnrealClientProtocol) into .agents/skills/unreal-live-coding 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-live-coding -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-live-coding, .gemini/skills/unreal-live-coding, .github/skills/unreal-live-coding and .opencode/skills/unreal-live-coding in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Live Coding 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 Live Coding is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1k tokens (SKILL.md is roughly 4k 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 Live Coding: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 360 stars), Unreal Engine Animation System (quodsoler/unreal-engine-skills, 360 stars) and Unreal Engine Async and Threading (quodsoler/unreal-engine-skills, 360 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.