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Unreal Engine Skills for Codex

Epic Games v0.1.7

Create and edit Unreal games

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From the developer

Declared capabilities

  • Read
  • Write

Not specified in the available declarations: limitations, pricing & account requirements.

Onboarding example

List actors in my current Unreal level.
Sources & dates

Developer declarations; not independently tested. Listing last checked Nov 9, 2026. Package observed Nov 9, 2026.

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Description

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.

Matches for “Python”

Exact text from the indicated source. A mention alone does not establish support for your task.

Publisher full description

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.

What changed

Keywords

Files & skills

File archives

Plugin package15 files · 75.5 KBBrowse files →
Skill instructions
unreal-mcp6.8 KB

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---
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 shade

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Referenced files: 2 — file references are metadata, not package contents.

unreal-skill6.8 KB

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---
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 Sk

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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 keywords

Declared capabilities

  • Read
  • Write

Package observed Nov 9, 2026.

Technical details
First seen
Sep 30, 2026 · 22:02 UTC
Last seen
Nov 9, 2026 · 06:00 UTC
Collection status
Collected

plugins_6ab352f120588191913d69c67f1e8995

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