Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
A skill your agent uses when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog…
$ npx skills add scenario-labs/skills --skill scenario-unreal-lighting-rendering -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-lighting-rendering --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-lighting-rendering .claude/skills/scenario-unreal-lighting-rendering && 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 "scenario-unreal-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-lighting-rendering into .claude/skills/scenario-unreal-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-lighting-rendering", 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/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-lighting-renderingType 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 scenario-labs/skills --skill scenario-unreal-lighting-rendering -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-lighting-rendering --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-lighting-rendering .agents/skills/scenario-unreal-lighting-rendering && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-unreal-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-lighting-rendering into .agents/skills/scenario-unreal-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-lighting-rendering", 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 scenario-labs/skills --skill scenario-unreal-lighting-rendering -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-lighting-rendering --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-lighting-rendering .cursor/skills/scenario-unreal-lighting-rendering && 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 "scenario-unreal-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-lighting-rendering into .cursor/skills/scenario-unreal-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-lighting-rendering", 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/scenario-labs/skills.git --path skills/game-engines/unreal/scenario-unreal-lighting-rendering--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 scenario-labs/skills --skill scenario-unreal-lighting-rendering -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-lighting-rendering --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-lighting-rendering .gemini/skills/scenario-unreal-lighting-rendering && 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 "scenario-unreal-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-lighting-rendering into .gemini/skills/scenario-unreal-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-lighting-rendering", 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 scenario-labs/skills scenario-unreal-lighting-renderingInstalls 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 scenario-labs/skills --skill scenario-unreal-lighting-rendering -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-lighting-rendering .github/skills/scenario-unreal-lighting-rendering && 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 "scenario-unreal-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-lighting-rendering into .github/skills/scenario-unreal-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-lighting-rendering", 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 scenario-labs/skills --skill scenario-unreal-lighting-rendering -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-lighting-rendering --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-lighting-rendering .opencode/skills/scenario-unreal-lighting-rendering && 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 "scenario-unreal-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-lighting-rendering into .opencode/skills/scenario-unreal-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-lighting-rendering", 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.
scenario-unreal-lighting-renderingA skill your agent uses when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog…
Scenario Unreal Lighting Rendering is an agent skill from scenario-labs/skills. Use when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog and clouds, post process and color grading, the path tracer, or Movie Render Graph stills. Triggers: "Lumen is noisy", "MegaLights noise", "the interior is too dark", "light leaks", neon signs, a night or dusk scene, "fireflies", "path tracer vs Lumen", "render a still", EXR settings.
Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development, covering Game development. It works with Unreal Engine. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
9 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
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.
Scenario Unreal Lighting Rendering loads about 4.9k tokens when it runs, and up to ~32k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 2,084 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 scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,084 words, ~4,913 tokens.
.claude/skills/scenario-unreal-lighting-rendering/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert lighting in Unreal is a calibrated camera, physical light values, and a renderer that sees the same scene you do; everything else is art direction layered on top and listed as such. Each step is proved with a representation view and a number before the lit image is trusted; noise is fixed in the system that owns it. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-unreal-expert (channels, review loop, 5.8 traps).
Status (2026-09-24): scripts/ue_light.py is not yet run in Unreal; 200 pure, 65 editor-layer and 20 procedure checks pass offline against a fake unreal. First editor run: tests/code/unreal-lighting-rendering/job_00_probe_lighting.py.
cheat_inventory): the path tracer will not show them.r.Lumen.ScreenProbeGather.MaxRayIntensity 10): a neon sign gets a rect light fitted to its face, in front of it (Faucher 1e6oOiKh91U [00:12:30]; Gobey Q&A [00:37:33]; MegaLights doc). Under Lumen, small emissive meshes get Emissive Light Source, optionally a Lumen-only boost of 5 to 10 through a Ray Tracing Quality Switch [verify node] (Campbell BKaAzhMHJZ0 [00:14:09]); the path tracer ignores that switch and double counts a tube plus its light (path tracer doc).| Input | Changes | Default when silent |
|---|---|---|
| Platform, frame rate | Lumen scalability, MegaLights, HWRT | console 60 fps: Lumen High; budgets from scenario-unreal-performance; Mac numbers are proxies |
| What this Mac runs (probe) | every plan | M5 Max, macOS 26.5.1: Lumen HWRT and MegaLights Experimental, Nanite and VSM Beta, path tracer supported (deltas file) |
| Deliverable | exposure mode, still plan | gameplay plus one still; direct delivery (tone-mapped PNG plus EXR) |
| Conditions the player walks between | EV100 bracket | CONDITIONS: interior 4, blue hour 6.5 [added], low sun 7, moonlit 1 |
| Style | physical vs art-directed moon and sun | physical base; film moon and a 15 degree sun floor only for readability (Faucher; Oakley rX0wZZxpB-U [00:19:16]) |
| Key cameras; glass and emissive fixtures in shot | fog scattering, cheats, glass and double-count audits | bookmarks from the brief; front layer only in a PPV around hero glass |
Editor Python via Epic's MCP server or ue_remote; import ue_light as L; full code in references/procedures.md. Screenshots are latent: one capture per call.
probe(), render_settings_report, ini_patch after a backup; extended luminance range only in a new project. GATE: probe JSON read.spawn_calibrator at the subject, then one unbound PPV_Global: apply_exposure(ppv, exposure_plan("gameplay", ("interior", "blue_hour"))), apply_look (Local Exposure mandatory with Lumen GI; Film only here). GATE: ppv_lint no fail; HDR view shows each target inside the clamps.build_exterior_rig(exterior_rig_plan("blue_hour", key_camera_forward=...)): Sky Atmosphere, sun at 120,000 lux below the horizon, real-time Sky Light, volumetric fog with black inscattering, Scattering Distribution from the key camera's angle to the light (0.9 into it, 0 from the side: Faucher 1LfiYtKDsac [00:16:06]). Steady lamps scatter above 1 for halos, flickering ones 0. GATE: scene_lint clean; sun out of MegaLights.FIXTURES lumens and kelvin, radius from tight_attenuation_radius capped by the room, source radius, length or size matching the fixture, one rect per shelf, neon_sign_light in front of each sign, opening_rect_light for the window; emissive via emissive_for_stops, then emissive_strategy (Emissive Light Source, optional boost). GATE: light_lint no warn in the gameplay profile (fixture, shape, VSM, clusters), or a written reason.room_shell_lint on pink; MegaLights dump and mismatch view; masked casters; VSM cached pages. GATE: no black or pink where light must bounce; no hidden light in the dump; VSM red share near 0; noise judged in motion.frame_report B3 to B8.log_mark, capture, frame_report(frame, brief, log_text=log_since(...)), one change, logged in iterations.jsonl. The 5.8 exposure-range warning fails the frame; glossy regions must hold a highlight; walk the player path for adaptation. Timings use P12's measure preset (async compute, dynamic resolution off) and go to scenario-unreal-performance. GATE: no fail.albedo_check, emissive_fixture_pairs (A/B r.PathTracing.EnableEmissive 0, Indirect Emissive off), glass_lint. Then still_plan("path_traced", "final", glass=True, sky_atmosphere_visible=True, emissive_fixtures=...), mrg_lint clean, set_cine_camera_exposure (Manual metering, Apply Physical Camera Exposure), queue_mrg_still. Still-only cheats via still_only_light_plan on their own lighting channel. Offline: gray card within 1/3 stop on the linear EXR, compare_ground_truth, 100 percent crops; a render that differs from the viewport walks RENDER_DIFF_TRIAGE. GATE: C1 to C11 of critique.md.lighting_manifest(path, ctx): lights, PPVs, lint, cheats, emissive pairs, masked casters, cvars.| Item | Value | Relative to, source |
|---|---|---|
| Sun, moon | 120,000 lux at zenith (0.545 degrees); moon 0.26 lux | Epic sky doc |
| Look targets (EV100) | sunlit 14, cloudy 10, low sun 7, interior 4, moonlit 1, moonless -2 | Gobey chart [00:12:02]; targets, not meter readings |
| Fixtures | candle 12 lm 1,900 K; decorative 300; interior 1,000; exterior 10,000; street 2,500 to 10,000 lm | Gobey chart; Argyriou [00:13:36] |
| Units | 1 cd = 625 unitless = 12.6 lm (point) = 3.14 lm (rect) = 1.76 lm (spot, 44 degrees) | exposure doc |
| Exposure | EV100 = log2(N^2 / t x 100 / ISO); B = L / 2^(EV100 + comp); f/2.8, 1/50, ISO 800 is EV100 5.6 | exposure doc |
| Auto exposure | Low 70 to 80, High 80 to 95 percent; Speed Up 3 above Speed Down 1 | exposure doc; Gobey frame [00:21:52] |
| Local Exposure, Film | contrast 0.6 to 1 (default 0.8); Toe 0.55 default, 0.3 for dark interiors | exposure doc; Gobey |
| Albedo | 0.02 [added] to 0.8 path traced, 0.9 Lumen | path tracer doc; Faucher 1e6oOiKh91U [00:13:35] |
| MegaLights | 20 percent of samples to hidden lights (50 after failed reprojection); sun up to 50 | SIGGRAPH [00:10:37] [00:16:40] |
| Path-traced still | 1 temporal, spatial 256 draft to 1024 or more final; glass 10 bounces; Max Path Intensity default | path tracer doc; Faucher X5zVhc5ahl0 [00:16:47] |
| Deferred still | spatial only, odd (9 draft, 15 final, 31 thin bright), AA None above 8, Motion Blur Amount 0, warm-up 250 | Faucher fVg5ihB8Wdc [00:06:01] [00:10:58]; 1e6oOiKh91U [00:09:56] |
ppv_lint, light_lint, scene_lint, glass_lint, room_shell_lint, mrg_lint, cvar_lint without fail; frame_report on every bookmark with the log since capture (blank frames and the exposure-range warning fail); albedo_check on the Base Color buffer; gray card from linear EXRs; compare_ground_truth within a stop outside listed cheats; red_fraction on the VSM cache view; temporal_flicker on warm-ups. Thresholds marked [added] are calibrated per project on one approved frame.references/critique.md.| Mistake | Looks like | Fix |
|---|---|---|
| Lighting under default auto exposure | any value "looks fine"; flicker | exposure_plan, comp 0, then physical lights |
| Neon lit by emissive only | splotchy, crawling GI | rect light per sign; Emissive Light Source |
| Tube plus its light in a path-traced still | fixtures glow twice as bright as Lumen | A/B r.PathTracing.EnableEmissive 0; Indirect Emissive off |
| Sky light or exposure raised for a small window | splotches, flat gray interior | opening_rect_light sized to the opening |
| Many small lights, big radii, a sun indoors under MegaLights | noise and ghosting in motion | tight bounds, merge clusters, sun on VSM |
| Local lights on VSM over moving characters | constant invalidation, cost spikes | ray-traced shadows; VSM only with a reason |
| Grilles or plants under MegaLights | solid shadows once off-screen | model the holes, or EvaluateMaterialMode 1 |
| One mesh for the whole room | pink surface cache, screen-space GI | split walls, floors, ceilings; Max Lumen Mesh Cards |
| Fill lights to rescue a dark interior; grading first | flat, view-dependent GI | toe and local exposure, then the ladder; grade last |
| Glossy bar top lit only by Lumen | dry, dead surface | a direct light it can reflect |
| More MRG samples for Lumen noise; even or mixed deferred samples | noise unchanged, blur on a still | NOISE_TRIAGE, still_plan, mrg_lint |
| HDRIBackdrop in a path-traced still | double lighting | remove it; Sky Light cubemap plus r.PathTracing.VisibleLights 2, which does nothing under Reference Atmosphere |
| Render differs from the viewport, cvars pasted | "the render is broken" | RENDER_DIFF_TRIAGE: Global Game Overrides first |
| Still-only rim left in the level | the cheat lights gameplay | own lighting channel, indirect 0, in the shot sequence |
room, fixture meshes tagged fixture:<name>, emissive meshes tagged emissive. From scenario-unreal-materials: masters exposing EmissiveIntensity (and LumenEmissiveScale behind a Ray Tracing Quality Switch), albedo 0.02 to 0.8, IOR glass on Surface ForwardShading. From scenario-unreal-vfx: particle lights (shadows off, Allow MegaLights).lighting_manifest.json, the exposure plan (EV100, ISO and shutter for their aperture), still_plan presets, MRG variables, still-only cheat plans. To scenario-unreal-performance: light counts, shadow methods, measured passes. To scenario-unreal-materials and scenario-unreal-world-building: albedo, glass, masked-caster and room-shell fixes.r.MegaLights.DirectionalLights 1; r.MegaLights.Debug, r.MegaLights.DownsampleMode.r.Lumen.HeightFog 1 default.r.EyeAdaptation.CachedLightingPreExposure (default 4) unifies pre-exposure, with an on-screen warning when exposure leaves the supported range.ShowFlag.VisualizeColorGrading.ue_light passes keywords [verify].references/procedures.md: P0 to P14, full code, each block with its test id and status. Load before writing lighting code.references/critique.md: setup, frame, render and budget rubrics mapped to code findings. Load at every gate.references/expert-notes.md: depth per expert with timestamps, disagreements and deciding conditions.references/gui-paths.md: menus and editors for a computer-use agent or a human.references/sources.md: every source, credential, URL, best timestamps, revision history.scripts/ue_light.py: the toolkit; its docstring lists every call and where it runs.© scenario-labs, 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 6 other files (scripts, references) in skills/game-engines/unreal/scenario-unreal-lighting-rendering of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unreal Lighting Rendering 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 |
|---|---|---|---|---|---|---|
| Scenario Unreal Lighting Rendering this skillscenario-labs/skills | 946 | — | ~4.9k | 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.
scenario-labs/skills
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scenario-labs/skills
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scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
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scenario-labs/skills
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scenario-labs/skills
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Works with
Categories
A skill your agent uses when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog…. Scenario Unreal Lighting Rendering is an agent skill from scenario-labs/skills.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog and clouds, post process and color grading, the path tracer, or Movie Render Graph stills.
Scenario Unreal Lighting Rendering fits situations like: rendering in Unreal Engine 5.8: physical light units and exposure (EV100; lumen GI and reflections; virtual shadow maps; post process and color grading.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-lighting-rendering -a claude-code`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-lighting-rendering in scenario-labs/skills) into .claude/skills/scenario-unreal-lighting-rendering in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-lighting-rendering -a codex`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-lighting-rendering in scenario-labs/skills) into .agents/skills/scenario-unreal-lighting-rendering 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 scenario-labs/skills --skill scenario-unreal-lighting-rendering -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-unreal-lighting-rendering, .gemini/skills/scenario-unreal-lighting-rendering, .github/skills/scenario-unreal-lighting-rendering and .opencode/skills/scenario-unreal-lighting-rendering in your project.
Going by SKILL.md and its folder, Scenario Unreal Lighting Rendering needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. 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.
Scenario Unreal Lighting Rendering is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.9k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 27k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unreal Lighting Rendering: 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.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.