Agent skill

Unreal Pie Control

by Italink in Italink/UnrealClientProtocol

Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP.

MITAuto-check passedGame Development

Install Unreal Pie Control

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-pie-control -a claude-code

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-pie-control --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-pie-control .claude/skills/unreal-pie-control && 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-pie-control
GitHub stars
127
Token cost
~1.1k tokens
SKILL.md length
339 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP.

  • Works in 4 steps: Only one PIE/SIE session can be active… → StartPIE/StartSimulate are asynchronous… → StopPIE is also asynchronous — it queues… → …
  • The user asks to start
  • SKILL.md covers Custom Function Library, Engine Built-in APIs, Common Patterns and Key Rules
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Pie Control is an agent skill from Italink/UnrealClientProtocol. Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP. Use when the user asks to start, stop, pause, resume PIE/SIE, or query PIE state and worlds.

Its SKILL.md is about 1.1k 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. 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 start
  • Query PIE state and worlds

Example prompts

  • “/unreal-pie-control”

Workflow steps

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

  1. Only one PIE/SIE session can be active at a time. Check IsInPIE before starting.
  2. StartPIE/StartSimulate are asynchronous — they queue the request, the session starts on the next editor tick. Subsequent calls to…
  3. StopPIE is also asynchronous — it queues the end request.
  4. WorldContext auto-resolution — when PIE is active, UCP automatically uses the PIE world for functions requiring WorldContextObject.

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

    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.

  • 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 Pie Control loads about 1.1k tokens when it runs. Until then it costs about 47 tokens; SKILL.md has 339 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~47
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 339 words, ~1,097 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-pie-control/SKILL.md (or your agent's skills folder).
name
unreal-pie-control
description
Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP. Use when the user asks to start, stop, pause, resume PIE/SIE, or query PIE state and worlds.

Unreal PIE Control

Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions through UCP's call command.

Prerequisite: The unreal-client-protocol skill must be available and the UE editor must be running with the UCP plugin enabled.

Custom Function Library

UPIEOperationLibrary

CDO Path: /Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary

FunctionParamsReturnsDescription
StartPIE(none)boolStart a Play In Editor session
StartSimulate(none)boolStart a Simulate In Editor session
StopPIE(none)(void)Stop the current PIE/SIE session
IsInPIE(none)boolWhether a play session is in progress
IsSimulating(none)boolWhether a simulate session is in progress
PausePIE(none)boolPause all PIE worlds
ResumePIE(none)boolResume all PIE worlds
GetPIEWorlds(none)TArray<UWorld*>Get all PIE world instances
Examples

Start PIE:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"StartPIE"}

Stop PIE:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"StopPIE"}

Start Simulate:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"StartSimulate"}

Check if PIE is running:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"IsInPIE"}

Pause PIE:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"PausePIE"}

Get PIE worlds:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"GetPIEWorlds"}

Engine Built-in APIs

UEditorLevelLibrary

CDO Path: /Script/EditorScriptingUtilities.Default__EditorLevelLibrary

FunctionDescription
GetPIEWorlds()Get worlds from Play-In-Editor sessions (alternative to custom library)
UGameplayStatics (on PIE worlds)

CDO Path: /Script/Engine.Default__GameplayStatics

Once PIE is running, UGameplayStatics functions automatically resolve to the PIE world (UCP's WorldContext auto-injection prefers PIE worlds):

FunctionDescription
GetPlayerPawn(WorldContextObject, PlayerIndex)Get the player pawn in PIE
GetPlayerController(WorldContextObject, PlayerIndex)Get the player controller in PIE
GetAllActorsOfClass(WorldContextObject, ActorClass)Find actors in the PIE world

Common Patterns

Start PIE, then interact with PIE world

Start a play session, then query actors in the running game (run as separate calls):

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"StartPIE"}

After PIE starts, UCP auto-resolves WorldContext to the PIE world:

json
{"object":"/Script/Engine.Default__GameplayStatics","function":"GetPlayerPawn","params":{"PlayerIndex":0}}
Pause, inspect, resume
json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"PausePIE"}

Inspect game state while paused, then resume:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"ResumePIE"}
Check state before starting
json
{"object":"/Script/UnrealClientProtocolEditor.Default__PIEOperationLibrary","function":"IsInPIE"}

If false, start PIE. If true, stop first then restart if needed.

Key Rules

  1. Only one PIE/SIE session can be active at a time. Check IsInPIE before starting.
  2. StartPIE/StartSimulate are asynchronous — they queue the request, the session starts on the next editor tick. Subsequent calls to functions that depend on PIE being active should be sent as separate requests.
  3. StopPIE is also asynchronous — it queues the end request.
  4. WorldContext auto-resolution — when PIE is active, UCP automatically uses the PIE world for functions requiring WorldContextObject.

© 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

Just SKILL.md in Skills/unreal-pie-control of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Pie Control 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 Pie Control compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Pie Control this skillItalink/UnrealClientProtocol127—~1.1kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

Similar skills

  • Godot Gdscript Patterns

    925236118/AlphaAgent

    Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.

    103 GitHub starsUsed in 10 repos~5k tokens
    Game DevelopmentAuto-check passed
  • Sprite Gen

    aldegad/sprite-gen

    Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.

    2.7k GitHub stars~4.9k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • 2D Map and Scene Generator

    0x0funky/agent-sprite-forge

    Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.

    4.4k GitHub stars~2.9k tokensUpdated 4 days ago
    Game DevelopmentAuto-check passed
  • Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.

    1.4k GitHub stars~5.8k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Dev Story

    Donchitos/Claude-Code-Game-Studios

    Implement a story: ADR guidelines, right programmer agent, code plus test.

    26k GitHub stars~2.4k tokensUpdated 3 days ago
    Game DevelopmentAuto-check: notes
  • Asset Pipeline

    rehan-remade/universal-modder

    Turn generated or hand-made art into exactly what a game engine loads.

    6.5k GitHub stars~2k tokensUpdated today
    Game DevelopmentAuto-check passed

More from Italink/UnrealClientProtocol

All 24 skills in this repo
  • Unreal Client Protocol

    Italink/UnrealClientProtocol

    Interact with the running Unreal Engine editor via TCP bridge.

    127 GitHub stars~1.7k tokensUpdated 1 mo ago
    Auto-check passed
  • Unreal Actor Editing

    Italink/UnrealClientProtocol

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

    127 GitHub stars~3.4k tokensUpdated 1 mo ago
    Auto-check passed
  • Unreal Asset Operation

    Italink/UnrealClientProtocol

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

    127 GitHub stars~4.4k tokensUpdated 1 mo ago
    Auto-check passed
  • Unreal Blueprint Editing

    Italink/UnrealClientProtocol

    Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).

    127 GitHub stars~1.7k tokensUpdated 1 mo ago
    Auto-check passed
  • Unreal Large Blueprint Analysis

    Italink/UnrealClientProtocol

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

    127 GitHub stars~2.6k tokensUpdated 1 mo ago
    Auto-check passed
  • 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
    Auto-check passed

Questions about Unreal Pie Control

What does Unreal Pie Control do?

Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP. Unreal Pie Control is an agent skill from Italink/UnrealClientProtocol. Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP.

When should I use Unreal Pie Control?

Unreal Pie Control fits situations like: the user asks to start; query PIE state and worlds.

How do I install Unreal Pie Control in Claude Code?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-pie-control -a claude-code`. Or copy the skill folder (Skills/unreal-pie-control in Italink/UnrealClientProtocol) into .claude/skills/unreal-pie-control in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Pie Control in Codex?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-pie-control -a codex`. Or copy the skill folder (Skills/unreal-pie-control in Italink/UnrealClientProtocol) into .agents/skills/unreal-pie-control in your project. Codex loads it when a task matches its description.

Can I use Unreal Pie Control 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-pie-control -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-pie-control, .gemini/skills/unreal-pie-control, .github/skills/unreal-pie-control and .opencode/skills/unreal-pie-control in your project.

What does Unreal Pie Control need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Pie Control is instructions for the agent only.

Does Unreal Pie Control 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 Pie Control 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. Review the folder before installing.

What licence does Unreal Pie Control use?

Unreal Pie Control 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 Pie Control use?

About 1.1k tokens (SKILL.md is roughly 4.4k 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 Pie Control?

Skills that share tags, products or a category with Unreal Pie Control: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Pie Control?

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.