Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
A skill your agent uses when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange…
$ npx skills add scenario-labs/skills --skill scenario-unreal-pipeline-automation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-pipeline-automation --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-pipeline-automation .claude/skills/scenario-unreal-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-pipeline-automation into .claude/skills/scenario-unreal-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-pipeline-automation", 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-pipeline-automationType 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-pipeline-automation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-pipeline-automation --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-pipeline-automation .agents/skills/scenario-unreal-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-pipeline-automation into .agents/skills/scenario-unreal-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-pipeline-automation", 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-pipeline-automation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-pipeline-automation --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-pipeline-automation .cursor/skills/scenario-unreal-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-pipeline-automation into .cursor/skills/scenario-unreal-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-pipeline-automation", 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-pipeline-automation--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-pipeline-automation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-pipeline-automation --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-pipeline-automation .gemini/skills/scenario-unreal-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-pipeline-automation into .gemini/skills/scenario-unreal-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-pipeline-automation", 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-pipeline-automationInstalls 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-pipeline-automation -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-pipeline-automation .github/skills/scenario-unreal-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-pipeline-automation into .github/skills/scenario-unreal-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-pipeline-automation", 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-pipeline-automation -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-pipeline-automation --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-pipeline-automation .opencode/skills/scenario-unreal-pipeline-automation && 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-pipeline-automation" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-pipeline-automation into .opencode/skills/scenario-unreal-pipeline-automation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-pipeline-automation", 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-pipeline-automationA skill your agent uses when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange…
Scenario Unreal Pipeline Automation is an agent skill from scenario-labs/skills. Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its…
Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 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 Python, Blender and 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.
10 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 3 files 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 Pipeline Automation loads about 5k tokens when it runs, and up to ~37k if it reads all its reference files. Until then it costs about 158 tokens; SKILL.md has 1,959 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). 1,959 words, ~5,045 tokens.
.claude/skills/scenario-unreal-pipeline-automation/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.Expert pipeline work in Unreal is policy as data plus proof: the import policy is a versioned pipeline asset, names come from a plan, every rule that matters is a validator that also guards human edits, and a build counts once it cooked with fatal validation and booted. Bulk work runs headless; anything visual goes to a screenshot someone actually looks at. 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): every Unreal call here is not yet run in Unreal; the pure layer of scripts/ue_pipeline.py and both jobs ran offline (unit tests, plus control flow against a fake unreal). First action once 5.8 is installed: tests/code/unreal-pipeline-automation/in_engine/run_in_unreal.py.
override_pipelines. Stack order is execution order: a tweak pipeline above the default one sees no factory nodes [00:20:22]. Filter at factory-node level, following Factory Dependencies, so orphan materials are never created [00:31:33]; a Graph Inspector left in the stack pops up mid-batch [00:40:00]. An asset keeps its stack and reimport reuses it (Interchange doc), so a policy change reaches existing assets only through a reimport that passes the new preset (plan_imports(..., policy=)).AssetImportTask.destination_name (5.8 API reference). Stage each file under its target name and rename only as a fallback: a rename leaves a redirector (naming doc), and the Zen loader ignores core redirects. Renaming onto an existing asset fails, which is how re-runs leave duplicates: reimport instead (I03). No drag and drop: other tools depend on paths (Bardoux, MjjkWH0eT3U [00:09:14]).CanValidateAsset cheap [00:31:47] and watch each validator's cost in 5.8's per-validator cook stats (DataValidation.ReportCookValidationStats); allow-list legacy errors [00:38:07]; see each check fail on a fixture first [01:46:04]. Python validators register every session, -run=DataValidation runs C++ rules only, and cook validation without -ValidationErrorsAreFatal turns errors into warnings.wait_for_completion() before queries (5.8 batch example). A Python failure only logs an error unless -ScriptErrorsAreFatal (5.5): the verdict is the job's own result line (P.job_verdict). The editor keeps a write lock on loaded assets (Jamie Dale [01:17:18]): run inside it through MCP or Python remote execution. set_editor_property behaves like the Details panel; plain attribute writes rebuild nothing [00:21:25]. Under Perforce, 5.8's PythonScript commandlet enables source control first; check out what you will save and stop if checkout fails (Bardoux [00:55:27]). Imports are not undoable: snapshot first.P.buildcookrun_diff). Cook does not stage, -skipcook is not omitting -cook (Josh Adams, uxdEt9XXKb8 [00:19:14], [00:20:20]); Xcode assembles the .app whether or not anyone edits in Xcode [00:03:33] (that content-only projects need full Xcode is an inference to verify). Same command locally and on CI (Hamilton, 3ftOkc-cA7U [00:25:15]); then boot it (Gauntlet UE.BootTest) and stay to watch (Ari, 102O0FOEzNY [00:39:07]). Performance numbers are trends, not gates (Fray [01:29:38]).| Input | Changes | Default when the brief is silent |
|---|---|---|
| Task | stages | new batch: all; changed sources: 2 to 10 with previous= (P11); live project adopting rules: 6 with an allow list; build only: 10; artists' button: P12 |
| Source and sidecars | units, normals | Maya summary.json and <file>.settings.json, else a scan; normals DirectX unless the sidecar says opengl |
| Target platforms | Nanite, LODs | PC and console; this Mac (M5 Max) clears the M2 bar for Nanite and VSM |
| Naming | validator prefixes | Epic's table (SM_, T_, MI_); Allar only if the project uses it |
| Layout | destination | /Game/<Project>/Art/<Kind>/<Category>/<Base>, no type folders (Allar 2.6) |
| Master material | instances, vertex color | from scenario-unreal-materials; none: no instances, reported |
| Asset classes | collision, LODs | sidecar asset_class, else category map, else size (150 cm [added]) |
| Editor open? | channel | yes: in-editor; no: headless |
| Source control | checkout | Perforce: require_checkout, -autocheckout on resaves |
| Build | platform, config | Mac, Development, archive outside the project |
Preflight. ue_env.preflight() (chip, Xcode window), P.project_path_problems, plugins (Python Editor Script, Editor Scripting Utilities, Interchange, Data Validation, PythonAutomationTest), editor holding the project, p4 opened. GATE: no error line; channel chosen (P0).
Plan and stage, offline. P.scan_sources, P.read_dcc_manifest, P.plan_imports(..., previous=manifest, policy="PL_Props@3"), P.stage_plan. GATE: items plus rejections equal sources; D01 to D07 read; sources byte-identical (P1).
Import policy. Job describe, then preset with a route: post_import (default: materials off, instances built after import with an explicit parameter map) or interchange_mi (Material Import = Import as Material Instance, Parent Material = master; fills only parameters Interchange knows by name). Vertex Color Import Option Ignore unless the master reads vertex color; Generate Lightmap UVs off for Lumen. GATE: failed empty; P.pipeline_stack_problems(stack) clean (P2).
Trial. make_fixtures.py plus 5 to 10 real files. GATE: each broken fixture shows its issue id; seconds per file known.
Import. Headless: job import through ue_run.run_python; editor open: P.run_import_plan through MCP or ue_remote.PythonRemote; engine calls in P3b. Chunks of 25, unreal.collect_garbage(). GATE: every file accounted for, P.job_verdict exit 0 (P3, P4).
| Step | Headless | Needs a rendering editor |
|---|---|---|
| import, instances, Nanite, collision, LODs, validators, report | yes (write lock: use the open editor) | no |
| screenshots, collision and Nanite views | no | yes (mode="latent") |
| master graph, Blueprint pipelines, Graph Inspector | no | scenario-unreal-materials or a human |
Validate. Report carries our issues, engine_validate and ue_audit; -run=DataValidation for C++ rules; P.new_issues(records, allow) decides CI. GATE: zero new errors; validator cost known (P5).
Look. ue_contact_sheet_job.py (latent screenshot loop shown raw in P7), then ue_review.review_images; open the sheet; collision view on a sample. GATE: no blank frame; a note per flagged asset.
Redirectors and check-in. redirectors_found (from the registry) above 0: P.resave_command(uproject, autocheckout=...), editor closed. GATE: zero (P8).
Tests. Python tests (test_*.py) via P.automation_command, read with P.parse_automation_report; tiers push, build, weekend (Fray [01:31:46]). GATE: all pass; each new test seen failing once (P6).
Cook, package, boot. Iterate content with P.cook_command (cook only) or package_command(..., incremental=True) (-cookincremental, Beta, Zen); release: P.zen_ci_patch, P.package_command, P.buildcookrun_problems, P.buildcookrun_diff against the launcher line, ue_run.run_uat, P.parse_uat_log, P.gauntlet_command. GATE: exit 0, .app archived, BootTest passes (P9).
| Value | Relative to | Source |
|---|---|---|
| 1 uu = 1 cm, FBX 2020.2 | DCC export | Epic; scenario-maya-pipeline-scripting |
UCX_ UBX_ UCP_ USP_ + mesh name | DCC collision | Interchange doc |
| max 8192, power of two except UI | textures | Allar 7.1, 7.3 |
| under 1 s each | Epic's Smoke flag | automation doc |
| 0.5 to 1 s settle | smoke check | KuIWCzujtag [01:03:07] |
| expected 3 s, limit 4 s | functional test time limit | 3ftOkc-cA7U [00:26:46] |
| 20 to 30 min; about 60 min | staying after a push | Ari [00:39:07]; Fray [01:56:41] |
| 26.0 min, 26.1.1 rec., 26.4 incompatible | Xcode for 5.8 | macOS doc (26.6 here: unlisted) |
| 25 files per chunk; 150 cm small prop | save and GC; class split | [added] |
| 3 or 4 LODs by class; halving chain | LOD minimum; explicit fallback | [added] project defaults |
Measurable: items plus rejections equal sources; summary["ok"]; zero new errors; validators registered and engine_validation.ok; ue_audit pass; redirectors_found empty; DataValidation clean; automation failed 0; cook with -ValidationErrorsAreFatal; P.job_verdict exit 0 per job; launcher diff reviewed; UAT exit 0; .app exists; BootTest passes. Rubric: references/critique.md.
Visual: the contact sheet (scale next to a mannequin, pivot, normal green channel, texture slot, LOD pops with r.ForceLOD), collision view on a sample, Nanite visualization, lookdev under scenario-unreal-lighting-rendering's rig.
| Mistake | What it looks like | Fix |
|---|---|---|
| Scripted import without an explicit pipeline | differs from the dialog run | preset in override_pipelines |
| Preset changed, assets not reimported | old settings on old assets | policy= in the plan: reimport with the preset |
| Importing again instead of reimporting | duplicate beside the planned asset | previous= manifest; I03 stops it |
destination_name under Interchange | assets named after the file | stage under the target name |
| Tweak pipeline above the default one | changes silently lost | place it after |
| Deleting unwanted meshes after import | orphan materials | disable factory nodes and dependencies |
| Nanite by triangle count, or on translucency | costly shadows; default material | P.nanite_decision |
| Python validator never runs | CI green, editor silent | add_validator in init_unreal.py and each job; k2_ names |
| Validator path without passes or fails | "not checked" | asset_passes when clean |
| Trusting a commandlet's exit code | green run, job crashed | result line, -ScriptErrorsAreFatal, P.job_verdict |
| Registry query at headless start | assets missing from lists | wait_for_completion() first |
EditorAssetLibrary, EditorStaticMeshLibrary, ScriptingCollisionShapeType | deprecation warnings, type errors | subsystems, ScriptCollisionShapeType |
| LOD group set, LODs never counted | one LOD in the report | count, then set_lods |
| Saving against an open editor | locked files | in-editor channel |
| One loop over hundreds of files | memory climbs | chunks plus collect_garbage; batch processor for thousands |
Automation RunTests; -nullrhi for screenshots | zero tests run; black images | Automation RunTest; rendering editor |
| Hand-typed BuildCookRun; first build Shipping | no -stage or -package, no app; no logs | launcher line, P.buildcookrun_problems; Development first |
Receives: from scenario-maya-pipeline-scripting, FBX per asset in cm, UCX_<mesh>_NN, <file>.settings.json, summary.json with sha1; from scenario-zbrush-retopology-export, OBJ in cm, feet at 0, maps; from Blender, FBX or glTF with DirectX normals or an opengl flag (scenario-blender-uv-baking); from scenario-unreal-materials, master paths, parameter map, whether the master reads vertex color; from scenario-unreal-lighting-rendering, a lookdev level.
Delivers: assets plus report.json, report.csv, manifest.json (sha1 and policy per source) and the not-verified list. Skeletal items to scenario-unreal-animation, M04 gaps to scenario-unreal-materials, props to scenario-unreal-world-building. Issues go back by id (D01, D02, S01 to scenario-maya-pipeline-scripting; T01 to the texturer). Builds go to QA and scenario-unreal-performance as archive path, UAT verdict, BootTest result and changelist.
InterchangeManager.import_asset and reimport_asset return the objects or None (5.8 API).AssetImportTask.result is deprecated (get_objects()); validator overrides are k2_can_validate_asset and k2_validate_loaded_asset; create_asset gained overwrite_existing.BatchProcessLibrary.run_batch; guard scripts imported from init_unreal.py with __main__ (fork bomb).LimitProcessLifetime=false for CI; cooking inside the editor is removed in 5.9.flags).references/procedures.md: P0 to P14 plus P3b (the raw engine calls), each with test path and status.references/expert-notes.md: judgment by source, disagreements and deciding conditions.references/critique.md: rubric for a run, a validator, a test and a build.references/gui-paths.md: menus for the same procedures.references/sources.md: sources, credentials, timestamps, revision history.scripts/ue_pipeline.py, scripts/ue_pipeline_job.py, scripts/ue_contact_sheet_job.py.© 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 8 other files (scripts, references) in skills/game-engines/unreal/scenario-unreal-pipeline-automation of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unreal Pipeline Automation 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 Pipeline Automation this skillscenario-labs/skills | 946 | — | ~5k | Automated safety check: Pass | MIT | |
| Unreal BridgeTornLux/UnrealBridge | 306 | — | ~8.4k | Automated safety check: Notes | MIT | |
| Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill | 148 | — | ~2.1k | Automated safety check: Pass | None | |
| Unreal Animation Bone Editorkevinpbuckley/VibeUE | 730 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal Enhanced Input Setupkevinpbuckley/VibeUE | 730 | — | ~2.4k | Automated safety check: Pass | MIT | |
| Unreal Gameplay Tagskevinpbuckley/VibeUE | 730 | — | ~2.3k | Automated safety check: Pass | MIT |
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
LaurentiuGabriel/unreal-game-assets-creation-skill
Generate a game-ready 3D asset by running the local AI pipeline sequentially: Fooocus (SDXL text-to-image) - Hunyuan3D-2 (image-to-textured-GLB) - optional Blender FBX convert + Unreal import.
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.
kevinpbuckley/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
kevinpbuckley/VibeUE
Registers and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed.
kevinpbuckley/VibeUE
Unreal Engine 5 development using the VibeUE Python API. An agent skill from kevinpbuckley/VibeUE.
scenario-labs/skills
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scenario-labs/skills
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A skill your agent uses when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange…. Scenario Unreal Pipeline Automation is an agent skill from scenario-labs/skills.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce).
Scenario Unreal Pipeline Automation fits situations like: blender into Unreal Engine 5.8 in bulk; reimporting changed files; writing Editor Python tools; interchange pipelines.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-pipeline-automation -a claude-code`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-pipeline-automation in scenario-labs/skills) into .claude/skills/scenario-unreal-pipeline-automation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-pipeline-automation -a codex`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-pipeline-automation in scenario-labs/skills) into .agents/skills/scenario-unreal-pipeline-automation 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-pipeline-automation -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-pipeline-automation, .gemini/skills/scenario-unreal-pipeline-automation, .github/skills/scenario-unreal-pipeline-automation and .opencode/skills/scenario-unreal-pipeline-automation in your project.
Going by SKILL.md and its folder, Scenario Unreal Pipeline Automation 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 Pipeline Automation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 5k 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 32k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unreal Pipeline Automation: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars), Unreal Animation Bone Editor (kevinpbuckley/VibeUE, 730 stars) and Unreal Enhanced Input Setup (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.