Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
Read/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-object-operation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-object-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-object-operation .claude/skills/unreal-object-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-object-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-object-operation into .claude/skills/unreal-object-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-object-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-object-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-object-operation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-object-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-object-operation .agents/skills/unreal-object-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-object-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-object-operation into .agents/skills/unreal-object-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-object-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-object-operation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-object-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-object-operation .cursor/skills/unreal-object-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-object-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-object-operation into .cursor/skills/unreal-object-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-object-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-object-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-object-operation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-object-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-object-operation .gemini/skills/unreal-object-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-object-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-object-operation into .gemini/skills/unreal-object-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-object-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-object-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-object-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-object-operation .github/skills/unreal-object-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-object-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-object-operation into .github/skills/unreal-object-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-object-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-object-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-object-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-object-operation .opencode/skills/unreal-object-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-object-operation" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-object-operation into .opencode/skills/unreal-object-operation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-object-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-object-operationRead/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo.
Unreal Object Operation is an agent skill from Italink/UnrealClientProtocol. Read/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo. This is the foundational skill for modifying ANY object in Unreal Engine — use it whenever you need to get or set a property on any UObject.
Its SKILL.md is about 1.7k 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.
3 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 mermaid).
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 Object Operation loads about 1.7k tokens when it runs. Until then it costs about 78 tokens; SKILL.md has 455 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). 455 words, ~1,721 tokens.
.claude/skills/unreal-object-operation/SKILL.md (or your agent's skills folder).Operate on UObjects through UCP's call command. This skill covers two function libraries: one available at runtime and one editor-only.
Prerequisite: The unreal-client-protocol skill must be available and the UE editor must be running with the UCP plugin enabled.
CDO Path: /Script/UnrealClientProtocol.Default__ObjectOperationLibrary
| Function | Params | Description |
|---|---|---|
GetObjectProperty | ObjectPath, PropertyName | Read a UPROPERTY, returns JSON with property value |
SetObjectProperty | ObjectPath, PropertyName, JsonValue | Write a UPROPERTY (supports Undo in editor). JsonValue is a JSON string. |
DescribeObject | ObjectPath | Returns class info, all properties (with current values), and all functions |
DescribeObjectProperty | ObjectPath, PropertyName | Returns detailed property metadata and current value |
DescribeObjectFunction | ObjectPath, FunctionName | Returns full function signature with parameter types |
FindObjectInstances | ClassName, Limit (default 100) | Find UObject instances by class path |
FindDerivedClasses | ClassName, bRecursive (default true), Limit (default 500) | Find all subclasses of a class |
ListComponents | ObjectPath | List all components attached to an actor |
FindObjectsByOuter | OuterPath, ClassName (default ""), Limit (default 100) | Find objects owned by a given outer object |
Read a property:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"GetObjectProperty","params":{"ObjectPath":"/Game/Maps/Main.Main:PersistentLevel.StaticMeshActor_0.StaticMeshComponent0","PropertyName":"RelativeLocation"}}Write a property:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"SetObjectProperty","params":{"ObjectPath":"/Game/Maps/Main.Main:PersistentLevel.StaticMeshActor_0.StaticMeshComponent0","PropertyName":"RelativeLocation","JsonValue":"{\"X\":100,\"Y\":200,\"Z\":0}"}}Find instances:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"FindObjectInstances","params":{"ClassName":"/Script/Engine.StaticMeshActor","Limit":50}}Describe an unfamiliar object:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"DescribeObject","params":{"ObjectPath":"/Game/Maps/Main.Main:PersistentLevel.BP_CustomActor_C_0"}}List components on an actor:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"ListComponents","params":{"ObjectPath":"/Game/Maps/Main.Main:PersistentLevel.StaticMeshActor_0"}}Find objects by outer:
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"FindObjectsByOuter","params":{"OuterPath":"/Game/Maps/Main.Main:PersistentLevel","ClassName":"/Script/Engine.StaticMeshActor","Limit":50}}CDO Path: /Script/UnrealClientProtocolEditor.Default__ObjectEditorOperationLibrary
| Function | Params | Description |
|---|---|---|
UndoTransaction | Keyword (optional, default "") | Undo the last editor transaction. If Keyword is set, only undoes if the top transaction contains the keyword. |
RedoTransaction | Keyword (optional, default "") | Redo the last undone transaction. If Keyword is set, only redoes if the top transaction contains the keyword. |
GetTransactionState | (none) | Returns undo/redo stack state: canUndo, canRedo, undoTitle, redoTitle, undoCount, queueLength |
ForceReplaceReferences | ReplacementObjectPath, ObjectsToReplacePaths | Redirect all references from the listed objects to the replacement object. ObjectsToReplacePaths is an array of strings. |
Get transaction state:
{"object":"/Script/UnrealClientProtocolEditor.Default__ObjectEditorOperationLibrary","function":"GetTransactionState"}Undo last transaction (unconditional):
{"object":"/Script/UnrealClientProtocolEditor.Default__ObjectEditorOperationLibrary","function":"UndoTransaction"}Safe undo (only if top transaction matches):
{"object":"/Script/UnrealClientProtocolEditor.Default__ObjectEditorOperationLibrary","function":"UndoTransaction","params":{"Keyword":"UCP-A1B2C3D4"}}Force-replace references:
{"object":"/Script/UnrealClientProtocolEditor.Default__ObjectEditorOperationLibrary","function":"ForceReplaceReferences","params":{"ReplacementObjectPath":"/Game/Meshes/NewMesh.NewMesh","ObjectsToReplacePaths":["/Game/Meshes/OldMesh.OldMesh"]}}When using SetObjectProperty, the JsonValue parameter is a JSON string:
FVector → "{\"X\":1,\"Y\":2,\"Z\":3}"FRotator → "{\"Pitch\":0,\"Yaw\":90,\"Roll\":0}"FLinearColor → "{\"R\":1,\"G\":0.5,\"B\":0,\"A\":1}"FString → "\"hello\""bool → "true" / "false"float/int → "1.5" / "42"UObject* → "\"/Game/Path/To/Asset.Asset\""Every UCP call returns an id field (e.g. "UCP-A1B2C3D4") that identifies the Undo transaction. Use this ID as the Keyword parameter when undoing to ensure you only undo your own operations:
"id":"UCP-A1B2C3D4"UndoTransaction(Keyword="UCP-A1B2C3D4")This prevents accidentally undoing user's manual edits.
When to use Keyword:
When to omit Keyword:
GetTransactionState to inspect the stackflowchart TD
A[User request about objects] --> B{Do I know the class and property/function?}
B -->|YES| C[Build call directly from UE knowledge]
B -->|NO| D[Call DescribeObject to discover API]
D --> C
C --> E[Execute via UCP]
E --> F{Success?}
F -->|YES| G[Done]
F -->|NO| H[Read error + expected, fix and retry]
H --> E© 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-object-operation of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Object 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 Object Operation this skillItalink/UnrealClientProtocol | 127 | — | ~1.7k | 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
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.
Works with
Categories
Read/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo. Unreal Object Operation is an agent skill from Italink/UnrealClientProtocol.), inspect object metadata, find instances, undo/redo.
Unreal Object Operation fits situations like: you need to get; set a property on any UObject.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-object-operation -a claude-code`. Or copy the skill folder (Skills/unreal-object-operation in Italink/UnrealClientProtocol) into .claude/skills/unreal-object-operation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-object-operation -a codex`. Or copy the skill folder (Skills/unreal-object-operation in Italink/UnrealClientProtocol) into .agents/skills/unreal-object-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-object-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-object-operation, .gemini/skills/unreal-object-operation, .github/skills/unreal-object-operation and .opencode/skills/unreal-object-operation in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Object 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 Object 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 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 Object 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.