
Unreal Mcp
作者 EpicGamesa6aa73ada02a無授權條款328 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫3 週前更新
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".
- a6aa73ada02a目前提交 a6aa73a發布於 2026年10月8日
來源與署名
來源:EpicGames/unreal-engine-skills-for-claude-code-plugin位於skills/unreal-mcp提交a6aa73a
授權條款: 無授權條款
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