Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
翻译 UE 插件本地化 PO 文件。当用户要求本地化、翻译或国际化 Unreal Engine 插件时使用. An agent skill from Italink/UnrealClientProtocol.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-plugin-localization -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-plugin-localization --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-plugin-localization .claude/skills/unreal-plugin-localization && 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-plugin-localization" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-plugin-localization into .claude/skills/unreal-plugin-localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-plugin-localization", 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-plugin-localizationType 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-plugin-localization -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-plugin-localization --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-plugin-localization .agents/skills/unreal-plugin-localization && 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-plugin-localization" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-plugin-localization into .agents/skills/unreal-plugin-localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-plugin-localization", 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-plugin-localization -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-plugin-localization --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-plugin-localization .cursor/skills/unreal-plugin-localization && 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-plugin-localization" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-plugin-localization into .cursor/skills/unreal-plugin-localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-plugin-localization", 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-plugin-localization--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-plugin-localization -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-plugin-localization --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-plugin-localization .gemini/skills/unreal-plugin-localization && 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-plugin-localization" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-plugin-localization into .gemini/skills/unreal-plugin-localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-plugin-localization", 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-plugin-localizationInstalls 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-plugin-localization -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-plugin-localization .github/skills/unreal-plugin-localization && 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-plugin-localization" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-plugin-localization into .github/skills/unreal-plugin-localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-plugin-localization", 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-plugin-localization -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-plugin-localization --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-plugin-localization .opencode/skills/unreal-plugin-localization && 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-plugin-localization" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-plugin-localization into .opencode/skills/unreal-plugin-localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-plugin-localization", 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-plugin-localization翻译 UE 插件本地化 PO 文件。当用户要求本地化、翻译或国际化 Unreal Engine 插件时使用. An agent skill from Italink/UnrealClientProtocol.
Unreal Plugin Localization is an agent skill from Italink/UnrealClientProtocol. 翻译 UE 插件本地化 PO 文件。当用户要求本地化、翻译或国际化 Unreal Engine 插件时使用。 处理 GatherText 采集、PO 导出、AI 翻译、PO 导入和 locres 编译的完整流程。
Its SKILL.md is about 940 tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts (for example `scripts/ue_localization.py`).
It sits in Game Development, covering Game development and Internationalization. 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.
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 Plugin Localization loads about 939 tokens when it runs. Until then it costs about 33 tokens; SKILL.md has 223 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). 223 words, ~939 tokens.
.claude/skills/unreal-plugin-localization/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.将 Unreal Engine 插件的编辑器 UI 文本翻译为目标语言。工作流使用 Python 辅助脚本完成所有重活(PO 解析、commandlet 调用),Agent 只负责翻译精简 JSON。
读取本 SKILL.md 时你已知其绝对路径,将文件名替换为 scripts/ue_localization.py 即为脚本路径。不要搜索或 glob 查找。
用户提供 .uplugin 路径和目标语言。在执行之前,先询问用户是否启用「语境增强模式」:
是否启用语境增强模式?该模式会扫描插件源码和蓝图资产,为每个待翻译条目附加代码上下文(所在文件、行号、周围注释、蓝图变量/函数的 DisplayName 和 Tooltip),帮助产出更准确的翻译。启用后需要更多时间和Token。
用户确认后,按以下三个阶段依次执行。
运行 gather 子命令。脚本自动从 .uplugin 向上查找 .uproject,通过 EngineAssociation + Windows 注册表推断引擎路径,确保 .uplugin 中存在 LocalizationTargets,然后一次 commandlet 调用完成采集 + 导出 PO,最后将可翻译条目提取为精简 JSON。
# 标准模式
python "<脚本路径>" gather --uplugin "<路径>.uplugin" --cultures zh-Hans
# 语境增强模式(加 --context)
python "<脚本路径>" gather --uplugin "<路径>.uplugin" --cultures zh-Hans --context用户选择启用语境增强模式时,加上 --context 标志。
脚本通过 stdout 输出 JSON 结果:
status: "ok" 或 "error"pending_files: pending_translation.json 路径列表(每个目标语言一个)context_enhanced: (仅语境增强模式)truecontext_entries: (仅语境增强模式)成功提取到上下文的条目总数(C++ + 蓝图)context_blueprint_entries: (仅语境增强模式且 UCP 可用)从蓝图资产中提取到上下文的条目数量脚本支持增量翻译:PO 文件中已有 msgstr(非空翻译)的条目不会出现在 pending 列表中,同时已有翻译会保存到同目录的 existing_translations.json。因此 pending_translation.json 中的 total 可能为 0(表示无需翻译)。
先检查 pending_translation.json 的 total 字段:
total 为 0,跳过该文件的翻译,直接进入阶段 3total > 0,对每个条目执行翻译对每个需要翻译的 pending_translation.json:
{
"source_lang": "en",
"target_lang": "zh-Hans",
"total": 42,
"entries": [
{"id": 0, "ctx": "Namespace.Key", "src": "Static Mesh"},
{"id": 1, "ctx": "Namespace.Key2", "src": "Check resource usage",
"hint": "[Utils/MeshValidator.cpp:45] | Validates static mesh LOD count"}
]
}若启用了语境增强模式,部分条目会包含 hint 字段。hint 来源有两种:
[文件:行号] | 周围注释/代码摘要[BP_MyActor.Variable:Health] | ToolTip: Current health points翻译时务必参考 hint 来判断术语在具体场景中的含义,从而选用更恰当的译法。例如同一个 "Instance" 在不同上下文中可能译为 "实例"(对象实例)或 "副本"(场景实例化)。
翻译每个 src 值,遵循下方翻译规范。
在 pending 文件同目录下写入 translated.json:
{
"translations": [
{"id": 0, "dst": "静态网格体"},
{"id": 1, "dst": "检查资源使用情况"}
]
}pending 文件中的每个 id 都必须出现在输出中,不可遗漏。
{0}、{1}、{Arg}、%s、%d 等src 为空,dst 也设为空字符串运行 compile 子命令。脚本自动合并 existing_translations.json(已有翻译)和 translated.json(新翻译),新翻译优先覆盖已有翻译,然后将合并结果写回 PO 文件的 msgstr 字段,最后一次 commandlet 调用完成导入 + 编译 .locres。
python "<脚本路径>" compile --uplugin "<路径>.uplugin" --cultures zh-Hans脚本通过 stdout 输出 JSON 结果,包含 status 和详情。
# 阶段 1:采集源文本并导出 PO(语境增强模式加 --context)
python "<脚本路径>" gather --uplugin "C:/Project/Plugins/MyPlugin/MyPlugin.uplugin" --cultures zh-Hans --context
# 阶段 2:Agent 读取 pending_translation.json(含 hint 字段),参考上下文翻译后写入 translated.json
# 阶段 3:注入翻译并编译 locres
python "<脚本路径>" compile --uplugin "C:/Project/Plugins/MyPlugin/MyPlugin.uplugin" --cultures zh-Hans.uplugin 目录向上遍历自动查找 .uproject.uproject 的 EngineAssociation 经 Windows 注册表解析--cultures zh-Hans ja koen,可通过 --native en 覆盖--context)会额外通过 UCP 读取蓝图资产中的变量/函数 DisplayName 和 Tooltip;UCP 不可用时自动跳过蓝图扫描,仅使用 C++ 上下文© 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-plugin-localization of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Plugin Localization 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 Plugin Localization this skillItalink/UnrealClientProtocol | 127 | — | ~939 | 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
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
翻译 UE 插件本地化 PO 文件。当用户要求本地化、翻译或国际化 Unreal Engine 插件时使用. An agent skill from Italink/UnrealClientProtocol. Unreal Plugin Localization is an agent skill from Italink/UnrealClientProtocol.
Unreal Plugin Localization fits situations like: tasks that involve Game development; tasks that involve Internationalization.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-plugin-localization -a claude-code`. Or copy the skill folder (Skills/unreal-plugin-localization in Italink/UnrealClientProtocol) into .claude/skills/unreal-plugin-localization in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-plugin-localization -a codex`. Or copy the skill folder (Skills/unreal-plugin-localization in Italink/UnrealClientProtocol) into .agents/skills/unreal-plugin-localization 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-plugin-localization -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-plugin-localization, .gemini/skills/unreal-plugin-localization, .github/skills/unreal-plugin-localization and .opencode/skills/unreal-plugin-localization in your project.
Going by SKILL.md and its folder, Unreal Plugin Localization 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 Plugin Localization is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 939 tokens (SKILL.md is roughly 3.8k 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 Plugin Localization: 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.