arg-software-factory/unreal-engine
Operate a live Unreal Editor over MCP through Unreal Engine 5.8's native in-editor MCP server: spawn actors, build and compile Blueprints, compose levels, configure lighting, inspect Slate widgets, and run automation tests. Connects to the editor's local HTTP endpoint — no third-party server to install. The bundled skills lean into list-first, compile-then-spawn discipline because editor writes silently no-op more than any other DCC.
Build and debug Unreal Engine 5.6+ character animation. Use for skeleton import, retargeting, Animation Blueprints, state machines, montages, root motion, IK Rig, Control Rig, animation notifies, or runtime animation performance.
Create, import, validate, and optimize Unreal Engine 5.6+ assets and materials. Use for FBX or glTF ingestion, texture settings, PBR material graphs, Material Instances, Nanite, virtual textures, asset references, or content quality checks.
Build Unreal Engine 5.6+ gameplay with Blueprints and C++. Use for actors, components, input, communication, collision, movement, gameplay events, network replication, debugging, or choosing a native implementation boundary.
Create Unreal Engine 5.6+ cinematics and final renders. Use for Level Sequences, Sequencer tracks, Cine Camera, Control Rig animation, camera cuts, shot organization, Movie Render Queue, Movie Render Graph, or render-quality validation.
Operate a connected Unreal Editor safely through Epic's experimental native Unreal MCP server in UE 5.8. Use for tool discovery, actor and asset edits, material-instance work, editor inspection, or automation through the live MCP surface.
Light, render, and diagnose an Unreal Engine 5.6+ scene. Use for Lumen, light mobility, exposure, post process, reflections, shadows, Nanite interactions, GPU debugging, renderer selection, or frame-quality tradeoffs.
Route Unreal Engine 5.6+ work to the right Artyx skill. Use for choosing a production workflow across C++, Blueprints, rendering, animation, worlds, cinematics, performance, packaging, or the experimental UE 5.8 native MCP server.
Measure, optimize, test, cook, package, and ship Unreal Engine 5.6+ projects. Use for Unreal Insights, CPU/GPU/memory bottlenecks, automation tests, configuration, cooking, packaging, staging, target-platform verification, or release regressions.
Design or refactor a maintainable Unreal Engine 5.6+ project. Use for Gameplay Framework choices, C++ versus Blueprint boundaries, modules, plugins, Data Assets, asset ownership, input, or scalable project structure.
Build scalable Unreal Engine 5.6+ levels and open worlds. Use for level assembly, actor placement, World Partition, Data Layers, One File Per Actor, HLOD, Landscape, foliage, PCG, streaming, or environment validation.