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arg-software-factory/unreal-engine

v3.0.0MIT

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.

unreal-animation-rigging

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.

unreal-assets-materials

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.

unreal-blueprints-cpp

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.

unreal-cinematics

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.

unreal-engine-mcp

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.

unreal-lighting-rendering

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.

unreal-overview

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.

unreal-performance-packaging

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.

unreal-project-architecture

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.

unreal-world-building

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.