Unreal Mcp

by EpicGamesa6aa73ada02aNo license328 starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 3 weeks ago

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".

Only the file list is public. File contents are available once the skill is installed in a workspace.

PathSizeType
references/operations.md6.3 KBtext/markdown
references/setup.md5.9 KBtext/markdown
SKILL.md6.9 KBtext/markdown

Source and attribution

Source:EpicGames/unreal-engine-skills-for-claude-code-plugininskills/unreal-mcpat commita6aa73a

License: No license

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