← Unreal Engine Skills for CodexCONTENT HISTORY

Update to Unreal Engine Skills for Codex

Snapshot Oct 9, 2026 · 00:12 UTC · version 0.1.7

WHAT CHANGED · RULE-BASED ANALYSIS

Package or technical metadata updated

Discoverability changed from “UNLISTED” to “LISTED”.

Observed in package metadata. These changes alone do not establish a new customer-facing feature.

Discoverability

Before

UNLISTED

After

LISTED

Share url

Before

Not present

After

https://chatgpt.com/plugins/plugins_6ab352f120588191913d69c67f1e8995?open_in_app

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Full technical diff · 2 changed fields

changed /discoverability

BEFORE
"UNLISTED"
AFTER
"LISTED"

changed /share_url

BEFORE
null
AFTER
"https://chatgpt.com/plugins/plugins_6ab352f120588191913d69c67f1e8995?open_in_app"
Full snapshot data
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  "is_template": false,
  "name": "unreal-engine-skills-for-codex",
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    "description": "Inspect and edit a running Unreal Editor through its local Model Context Protocol server.",
    "display_name": "Unreal Engine Skills for Codex",
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      "default_prompts": [
        "List actors in my current Unreal level.",
        "Inspect the selected Blueprint and report compilation errors.",
        "Add a cube beside PlayerStart in my test level."
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      "long_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.",
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        "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\".",
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        "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'.",
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SHA-256 of public snapshot: e1ff0289398ffe495bf10cc8aedcccae4e275f04b126219dcfabf02c665f52f8