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pleasefixai/unreal-engine-skills-for-claude-code

v1.0.1MIT

Guides to edit levels, Blueprints and assets in Unreal Editor and build editor toolsets.

create-toolset

Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with ToolsetRegistry and exposed through the unreal-mcp server. Trigger when the user wants to add, expose, or register a new tool method, create a new toolset, or extend an existing one such as BlueprintTools, StaticMeshTools, ObjectTools, LevelTools, or MaterialTools. Concrete triggers: 'add a tool to X', 'expose this via MCP', 'register a function so Claude/the agent can call it', 'wire this into the toolset registry', 'create a new toolset for Y', 'add a Python toolset', 'make this AI-callable'; adding a static method to a *Tools.cpp/.h/.py file; editing files under a Toolsets/ folder; designing tool parameters, return types, or struct schemas for a toolset. SKIP for: invoking existing tools at runtime (use unreal-mcp instead), authoring an Agent Skill (use unreal-skill), generic refactors that happen to touch a toolset file but don't add or redesign a tool, or unrelated uses of the word 'toolset'.

unreal-mcp

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-skill

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 the coding agent's own 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 Claude 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 (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing the coding agent's own skills, or generic uses of the word 'skill'.