Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
A skill your agent uses when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap…
$ npx skills add scenario-labs/skills --skill scenario-unreal-world-building -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-world-building --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-world-building .claude/skills/scenario-unreal-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-world-building into .claude/skills/scenario-unreal-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-world-building", 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-world-buildingType 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-world-building -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-world-building --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-world-building .agents/skills/scenario-unreal-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-world-building into .agents/skills/scenario-unreal-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-world-building", 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-world-building -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-world-building --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-world-building .cursor/skills/scenario-unreal-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-world-building into .cursor/skills/scenario-unreal-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-world-building", 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-world-building--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-world-building -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unreal-world-building --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-world-building .gemini/skills/scenario-unreal-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-world-building into .gemini/skills/scenario-unreal-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-world-building", 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-world-buildingInstalls 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-world-building -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-world-building .github/skills/scenario-unreal-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-world-building into .github/skills/scenario-unreal-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-world-building", 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-world-building -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-world-building --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-world-building .opencode/skills/scenario-unreal-world-building && 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-world-building" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unreal/scenario-unreal-world-building into .opencode/skills/scenario-unreal-world-building/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unreal-world-building", 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-world-buildingA skill your agent uses when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap…
Scenario Unreal World Building is an agent skill from scenario-labs/skills. Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.
Its SKILL.md is about 4.8k 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.
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 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 World Building loads about 4.8k tokens when it runs, and up to ~33k if it reads all its reference files. Until then it costs about 133 tokens; SKILL.md has 2,022 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). 2,022 words, ~4,780 tokens.
.claude/skills/scenario-unreal-world-building/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert level here means a world sized by rule, placed by tier of importance, streamed and budgeted from the first map, and changed by script region by region, never by hand-selecting thousands of actors. The environment artist decides what stays manual, what is baked and what is generated at runtime, then proves every choice with a count, a trace or a screenshot. 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). Toolkit: scripts/ue_world.py (sys.path[:0] = ["<skills>/scenario-unreal-world-building/scripts", "<skills>/scenario-unreal-expert/scripts"]; import ue_world as W) with ue_run, ue_review, ue_audit, ue_stat. Not yet run in Unreal: the offline layer passed tests/code/unreal-world-building/test_world_offline.py; [verify] names are resolved by W.probe(). A written plan names the engine call behind each W.* step (procedures P0 table).
| Input | Changes | Default when silent |
|---|---|---|
| Platform, frame budget | Nanite, foliage path, layers; PCG time, grass density | PC and consoles, Nanite on, 60 fps (scenario-unreal-performance) |
| Size, quad size, height source | layout, Z scale, actor Z | W.plan_landscape, 1 m quads; Z fitted to the heights |
| Fastest traversal, teleports | loading range, streaming and generation sources | ask gameplay; recorded as unknown |
| Terrain features, Experimental tolerance | Landscape vs Mesh Terrain; Nanite Foliage, PVE, FastGeo | Landscape; no Experimental feature for shipping |
| Manual vs procedural, source control | graph scope, who commits generated PCG | hand: village layout, river, roads, hero areas; builders own generation |
Each stage is an ue_run job or a live call; code in procedures (P-numbers).
W.U1_EXAMPLE_SPEC; W.probe() once per install. GATE: W.check_world_spec(spec)["ok"], info findings answered.W.new_open_world_map(path) from the template; old levels through W.convert_args(..., report_only=True) first. GATE: W.wp_facts_check(W.world_facts()) clean; PIE screenshot with wp.Runtime.ToggleDrawRuntimeHash2D.W.valley_heightmap; W.export_heightmap fits Z and actor Z to the real range. Creation is one Landscape mode step (Location Z = actor_z_cm, Scale Z = z_scale) unless an MCP tool does it [verify]. Edit layers Base, Sculpt Details, Paint, Splines, Patches. River (Water Body River or a Splines-layer spline) before heavy painting. Then the landscape builder. GATE: W.heightmap_clip_gate empty (0 clipped pixels) before import; W.landscape_facts() matches plan, scale and location; W.landscape_material_check clean; Layer Debug, cliff close-up, grass in sun, mannequin at 2, 10 and 100 m.W.hlod_plan; Streaming Source components at teleport targets. GATE: W.data_layer_check, W.hlod_actor_check clean.W.kit_piece_check, W.door_width_check; houses as Level Instances or Packed Level Actors; clutter as tagged assemblies (W.tag_actors); paths by W.village_paths into landscape splines; fences by grammar strings. Version the map before breaking an instance. GATE: no kit errors; no z-fighting or obvious repetition from the paths.W.nanite_construction_check(W.obj_construction_stats(obj)) on DCC exports; W.batch_nanite(paths, dry_run=True), read, run; W.tessellation_check with per-layer centers. GATE: no translucent Nanite mesh; Overdraw over the canopy; feet on displaced ground.W.pcg_graph_lint; W.spawn_pcg_volume(..., hlod_layer=, data_layer=). Debug one volume (D) first. GATE: W.pcg_component_check clean; counts against W.expected_points; top-down and gameplay-height shots, nothing on paths or curated areas.W.grass_rings() (dense to 128 m on 32 m cells, sparse to 256 m on 128 m cells, far edge recolored); mask from grass types without meshes through Generate Grass Maps; a placeholder in every asset array; editor viewport as generation source; landscape cache; pcg.FrameTime set. GATE: W.runtime_grass_check and W.find_gpu_transfers clean; W.generation_lead_check with latency measured on a Test build.for name, args in W.build_pipeline(map, graphs): ue_run.run_commandlet(uproject, name, args): landscape, PCG, HLOD. GATE: exit 0 each; HLOD actors per layer counted; W.changelist_check, then submit from the editor.W.tour(...) with W.REVIEW_CONSOLE passes, ue_review.image_checks on every shot, then look; W.world_rules_check(W.world_census(), vocab); W.budget_sheet, W.lighting_handoff. GATE: critique rubric passes; nothing reported done without a capture.| Value | Setting | Relative to / source |
|---|---|---|
| Landscape 2 km | 2017 x 2017, 63 quads, 2x2, 256 of max 1024 components | 1 m quads (Landscape doc) |
| Z scale | span cm / 512 x 1.02; actor Z at the span midpoint | 16-bit heights (doc); headroom [added] |
| Template grid | cell 25,600 cm, range 76,800 cm | profile first (Deiter [00:15:32]) |
| PCG partition grid | 25,600 cm | PCG World Actor (Oztalay frame 00:23:16) |
| Hierarchical grids | unbounded, 128 m, 32 m | runtime grass (icIFFlOyob4 [00:08:39]) |
| Grass rings | dense to 128 m, sparse to 256 m | icIFFlOyob4 [00:15:30] |
| Instances per 32 m cell | 10k to 20k fine | base PS5, 5.6 demo [00:30:26] |
pcg.FrameTime | 5 ms default; 2 ms in the demo | 5.6 notes; base PS5 [00:26:24] |
| Height upload | about 0.5 ms game thread per 32 m cell | base PS5 [00:24:12] |
| Streamed instances | 16 million hard limit | Nanite doc |
| Nanite construction | 250 MB vs 12 MB, same look | 6igUsOp8FdA [00:02:46] |
| Nanite Assemblies | 5 to 10% of asset size; 200 to 1,000 wind bones | aZr-mWAzoTg [00:07:13] [00:09:51] |
| Dicing rate | 2; slower below 2 and above about 5 or 6 | 6igUsOp8FdA [00:29:53] |
| Displacement center | 0.5 ground, 1 vertical rock, per layer | collision surface [00:22:58] |
| Terrain specular | 0.02 (Sensei); 0.5 as a cavity-driven ceiling (Cloward) | 5ju7wyvZGBI [00:11:12]; 0L5Azq6ugyo [00:01:19] |
| Tick aggregation | above 10 to 15 placed instances | Dark [00:23:04] |
| Mobile landscape | 3 layers, 16 samplers | ES3.1 (doc) |
W.*_check, heightmap_clip_gate, pcg_graph_lint, find_gpu_transfers); ue_audit on imports; builders exit 0; stat unit, stat gpu per viewpoint; PCG time in Insights on a Test build; -trace=WorldStreaming; wp.Runtime.HLOD 0/1 A/B.references/critique.md.| Mistake | What it looks like | Fix |
|---|---|---|
| Z scale from a declared relief | plateaus and pits after import | fitted export, W.heightmap_clip_gate |
| 2048 heightmap | import refuses or resamples | 2017 or 4033 |
| All layers height-blended; layer without Layer Info | black patches; layer never paints | base layer Alpha Blend; Layer Info, same name |
| Second runtime grid | streaming cost, no gain | one grid, HLOD for distance |
| Runtime Data Layers for tidiness; Level Blueprint references | hitches; actors always loaded | Editor Data Layers; Blueprint classes |
| PCG volume without HLOD or Data Layer | baked forest missing at distance | assign both before generating |
| Runtime graph invisible in editor | artists see nothing | Treat Editor Viewport as Generation Source |
| Layer weights in a GPU graph | empty grass mask | grass types without meshes, Generate Grass Maps |
| Empty artist asset array | grass streams collapse | one placeholder per array |
| Cull or draw distance on Nanite | no thinning, rings do not hand over | HLOD, generation radius per ring |
| GPU-only trees | trees missing from Lumen | GPU-only for small things |
| One ever-larger grass radius | instance explosion, visible edge | two rings, recolored edge |
| Porous kitbashed rocks | huge assets, holes at distance | connected base, tiling texture |
| Construction-script scatter | 170,000 bodies, 7-minute map open (Oztalay [00:30:49]) | PCG output, clutter collision off |
| Generated PCG actors checked in | contention, stale data | builders own generation |
| Select-all edits on a big map | editor stalls | W.region_batch or a builder |
ue_audit, standard kit pieces, DCC heightmaps with their height range; construction failures go back (and to scenario-maya-expert, scenario-blender-expert).tour_viewpoints, W.lighting_handoff (template lights, GPU-only roles outside the Lumen scene, HLOD far-field and distance-field flags, Data Layer states).W.budget_sheet and the tour path.pcg.FrameTime pauses, icIFFlOyob4 [00:28:51]); scenario-unreal-vfx (water shading).world_facts() before writing grid properties [verify].landscape.ForceLayersFullUpdate replaces ForceLayersUpdate; WorldPartitionLandscapeBuilder (5.7); water brushes force a global merge.bForceRayTracingFarField, Custom HLOD actors (5.7); Approximate Mesh absent from the saved doc [verify].Mac.references/expert-notes.md: judgment by expert, with timestamps.references/procedures.md: P0 to P14, full code, engine calls behind the toolkit, tests, status.references/critique.md: the rubric for each gate.references/gui-paths.md: editor menus for every procedure.references/sources.md: sources, credentials, URLs, timestamps, revision history.© 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-world-building of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unreal World Building 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 World Building this skillscenario-labs/skills | 946 | — | ~4.8k | 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
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
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
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Works with
Categories
A skill your agent uses when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap…. Scenario Unreal World Building is an agent skill from scenario-labs/skills. Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.
Scenario Unreal World Building fits situations like: fixing an Unreal Engine 5 level; open world: World Partition; level Instances; packed Level Actors.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-world-building -a claude-code`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-world-building in scenario-labs/skills) into .claude/skills/scenario-unreal-world-building in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-unreal-world-building -a codex`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-world-building in scenario-labs/skills) into .agents/skills/scenario-unreal-world-building 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-world-building -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-world-building, .gemini/skills/scenario-unreal-world-building, .github/skills/scenario-unreal-world-building and .opencode/skills/scenario-unreal-world-building in your project.
Going by SKILL.md and its folder, Scenario Unreal World Building 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 World Building is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.8k tokens (SKILL.md is roughly 19k 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 29k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Unreal World Building: 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.