Unreal Engine Skills for Codex
Epic Games v0.1.7
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From the marketplace listing
Connect to a running Unreal Editor to inspect levels and assets, edit Blueprints and materials, and create or maintain Unreal Agent Skills as Python classes or UAssets. Requires an engine build with ModelContextProtocol and the relevant toolset plugins. Local desktop or CLI use; no Unreal Engine binaries are included.
Language: English · Automatically detected from descriptions.
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unreal-mcp6.8 KB
--- name: unreal-mcp description: "Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word \"Unreal\": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; \"in my game\" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of \"blueprint\"/\"sequencer\"/\"widget\"." --- # Unreal MCP You are wired into a live Unreal Editor through the `unreal-mcp` MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's `ToolsetRegistry`. Use it to inspect and mutate live editor state instead of telling the user to do it manually. You don't need to memorize tool names. The flow below has you discover them on demand. The connection can appear as `unreal-mcp-proxy` when the engine's optional proxy is installed. Use that connection for Unreal tools. The proxy keeps Unreal's native tool definitions; it does not introduce replacement discovery or dispatch tools. See `references/setup.md` for installation. ## First step every time: discover the tool you need, then dispatch it via `call_tool` Tool search is on by default, so the MCP server advertises only three meta-tools for the whole session: `list_toolsets`, `describe_toolset`, and `call_tool`. Tool names like `BlueprintTools.create` or `SequencerTools.create_level_sequence` are **not in `tools/list`**. They are dispatched server-side through `call_tool` and never registered as native MCP tools. This is deliberate. It keeps your context window small and the prompt cache warm. When you start work: 1. Call `list_toolsets` to see what's registered, then `describe_toolset` on the candidate(s) to read their tool schemas. If you already know which toolset you need (the user said "make a Blueprint" → the Blueprint toolset), skip the listing and go straight to `describe_toolset` to confirm the available tools and their signatures. 2. Invoke the tool with `call_tool`: pass `toolset_name`, `tool_name`, and an `arguments` object matching the schema you just read. The result comes back on the same turn. No extra round-trip needed. 3. Top-level dispatch (omitting `toolset_name`) is reserved for tools registered directly on the MCP server and is rejected for `call_tool` itself. Missing tools do not prove that the editor is stopped. Check the configured `unreal-mcp` or `unreal-mcp-proxy` connection and follow `references/operations.md`. A proxy can stay connected while Unreal is unavailable, and a client can keep a stale catalog after recovery. `unreal_mcp_status` reports the proxy's session state, not current reachability. Verify recovery with a read-only Unreal tool call. For first-time configuration, follow `references/setup.md`. ## Safety rules Follow these rules to protect live editor state. - **Save first, then save again.** Tell the user to save the project (or call `AssetTools` save APIs) before any bulk change, and again after. MCP edits are not always undoable, especially across compilation boundaries. Treat anything that touches multiple assets as a destructive operation that needs a recovery point. - **Wait for compilation.** If C++ or shader compilation is in flight, your tool calls will hang or fail in confusing ways. To rebuild C++ from the running editor, drive `LiveCodingToolset.CompileLiveCoding` and wait on its result instead of asking the user to switch to the IDE. That tool blocks until the compile actually finishes and surfaces MSVC diagnostics. - **Control concurrent calls.** MCP accepts concurrent requests and handles dispatch synchronization. Asynchronous tools can overlap, and request order does not guarantee execution or completion order. Serialize dependent calls and mutations that can affect the same asset or editor state. Use parallel calls only for independent work when the tools support safe overlap. Multiple agents can use one editor, but their conflicting changes can cause adverse effects. - **Always check the result.** Blueprint compilation, widget creation, material edits: many tools return a status that flips between success and failure with no exception thrown on the wire. Read the response before moving on. Treat anything that isn't an explicit success as a stop. - **Mind PIE.** Editor-only tools (asset creation in particular) behave differently while Play-in-Editor is active. If a result looks wrong, check whether PIE is running and stop it if so. ## Project skills A project or plugin can register **Agent Skills**: named bundles of instructions that capture workflow knowledge the agent wouldn't otherwise have (a project's naming conventions, folder layout, required setup steps, or the canonical sequence for a multi-step task). These are separate from the toolsets themselves and are reached through the agent skill toolset (`AgentSkillToolset`), not through `list_toolsets`. Check for them the same way you discover tools, and do it whenever you start unfamiliar work in a project rather than just once: 1. Call `AgentSkillToolset.ListSkills` (through `call_tool`) to see what skills the project registers. Each entry carries a short description of what it covers and when it applies. 2. If a skill's description looks relevant to what the user asked, call `AgentSkillToolset.GetSkills` on it to load the full instructions, then follow them. 3. If nothing matches, fall back to the tool-discovery flow above. A relevant project skill's instructions take precedence over your generic defaults: it exists precisely because the project's way of doing something differs from the obvious one. (Authoring or editing these skills is a separate task covered by the `unreal-skill` companion skill below.) ## Reference files - `references/setup.md`: first-time MCP server setup, client configuration, and optional proxy installation. - `references/operations.md`: console commands, settings, proxy recovery, and troubleshooting for missing tools or failed calls. ## Companion skills - **`unreal-skill`**: use when creating, updating, or reviewing an Agent Skill. Covers what makes a good skill and how to structure one.
Referenced files: 2
unreal-skill6.8 KB
---
name: unreal-skill
description: "Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Codex's client-side skills). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Codex picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset, invoking an existing skill at runtime (use unreal-mcp), editing client-side Codex skills, or generic uses of the word 'skill'."
---
# Unreal Skill
You are authoring an Unreal Engine Agent Skill: a named, reusable bundle of instructions that packages essential knowledge the agent either doesn't know or needs to pay close attention to. A skill can provide general best practices in a domain, guidance on a specific workflow, or a mix of both.
## Principles
A good skill is:
**Novel**: The content should be things the agent doesn't already know or can't learn by using tools. If the agent could figure it out by calling a tool, don't put it in a skill.
**Collegial**: Write like you're briefing a knowledgeable colleague, not authoring documentation. Assume the reader understands Unreal. Give them what they need to act, not a full explanation of how everything works.
**Flexible**: Skills can include conceptual explanations, step-by-step instructions, or a mix. Use whichever form makes the guidance clearest for the task.
**Durable**: Don't embed property names, tool names, or other details that change over time. Skills that reference specific API names break silently when those names change.
**Agnostic**: Don't reference orchestration systems, role names, model names, or anything about how the agent is wired up. Skills should work regardless of the surrounding infrastructure.
**Parsimonious**: Every token costs context. Put them where they matter most and cut anything that isn't essential or evergreen. If a sentence wouldn't be missed, remove it.
## Before You Write
Work through these questions before writing anything.
**1. Does the skill already exist?** Call `ListSkills` via MCP to see all registered skills in the project, then `GetSkills` on anything relevant. If the capability is already covered, point the user to the existing skill rather than creating a new one.
**2. Choose the implementation path.** Two paths exist and the choice depends on where the skill lives:
- **Python class**: The right choice when the skill is part of a code plugin. It lives alongside the plugin's Python toolsets, is version-controlled with the plugin, and is registered automatically when the plugin loads.
- **UAsset**: The right choice when the skill is project-specific and doesn't belong in a plugin. Create it directly in the Content Browser using `CreateSkill` via MCP. No code required.
## Structure
Every Unreal skill has two fields.
**Description**: Loaded at discovery time, before the skill's full instructions are read. One or two sentences that clearly describe what the skill covers and when it applies.
**Instructions**: The skill's payload. The actual guidance the agent follows when the skill is active. Apply the principles above: focus on what tools can't teach and cut anything not essential.
The agent discovers and dispatches tools at runtime through the unreal-mcp meta-tools (`list_toolsets`, `describe_toolset`, `call_tool`), so write instructions that assume the agent will find the tools it needs rather than naming a fixed toolset list.
## Python Skills
A Python skill is a `UAgentSkill` subclass defined in a Python file inside a plugin. Use this path when the skill belongs to a code plugin and should be version-controlled with the plugin.
### Authoring
Decorate the class with `@agent_skill` and inherit from `unreal.AgentSkill`. The two fields from the Structure section map to class attributes:
- The class docstring becomes the `Description`. Keep it to one or two sentences.
- `instructions` is a class attribute string containing the guidance loaded when the skill activates.
```python
import unreal
from toolset_registry.agent_skill import agent_skill
_INSTRUCTIONS = (
'Do X before Y, because Z.\n'
'Always verify the result after performing the operation.\n'
)
@agent_skill
class MySkill(unreal.AgentSkill):
"""Provides guidance on doing X in Unreal Engine.
Apply this skill whenever the user wants to accomplish X."""
instructions = _INSTRUCTIONS
```
### Registration
Skills register themselves on import. Unless directed otherwise, place skill files in a `skills/` subfolder within the plugin's Python package, import each one explicitly in that subfolder's `__init__.py`, and ensure `init_unreal.py` imports the `skills` package.
### Reloading
After editing a Python skill, reload the plugin's package before verifying. The editor won't pick up changes otherwise. Enable Remote Execution in **Edit → Project Settings → Plugins → Python → Enable Remote Execution**, then run:
```bash
python Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/toolset_registry/tests/reload_remote.py your_plugin
```
## UAsset Skills
A UAsset skill is a `UAgentSkill` instance saved as a Content Browser asset. Use this path for project-specific skills that don't belong in a plugin and require no code.
### Authoring
Use `AgentSkillToolset` via MCP. Start by calling `ListSkills` to see what exists, then either create or update:
**Creating**: Call `CreateSkill` with:
- `FolderPath`: Content Browser folder, e.g. `/Game/Skills/`
- `AssetName`: PascalCase name, e.g. `MyWorkflowSkill`
- `Description`: one or two sentences (see Structure above)
- `Details`: a `FAgentSkillDetails` with `Instructions`
**Updating**: Call `UpdateSkill` with:
- `SkillPath`: full path to the skill, e.g. `/Game/Skills/MyWorkflowSkill.MyWorkflowSkill_C`
- `Description`: revised description
- `Details`: revised `FAgentSkillDetails`
## Reviewing Your Work
Before handing off, verify the skill looks right by calling `GetSkills` on its path. Then read the description and instructions together as the agent will see them:
- **Description**: Does it clearly say when this skill applies? Would an agent reading only the description know whether to activate it for a given task?
- **Instructions**: Do they teach something the agent couldn't learn from the tools? Are they brief enough to be worth the context cost?
Package details
Publisher declarations from the archived package. These are separate from our research and the live service's terms.
- Package license
- MIT
- Package author
- Epic Games
- Keywords
- See publisher keywords
Declared capabilities
- Read
- Write
Package observed Oct 3, 2026.
Technical details
- First seen
- Sep 30, 2026 · 22:02 UTC
- Last seen
- Oct 3, 2026 · 18:00 UTC
- Collection status
- Collected
plugins_6ab352f120588191913d69c67f1e8995
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