unreal-mcp
SolidUse 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".
Install
Quality Score: 86/100
Skill Content
Details
- Author
- thrixel
- Repository
- thrixel/build-world
- Created
- 1 months ago
- Last Updated
- today
- Language
- JavaScript
- License
- Apache-2.0
Integrates with
Bundled in these plugins
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unreal-mcp
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unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.