unreal

unreal is a skill for Claude Code, Codex from AvatarGanymede/ue5.7-mcp. It costs 107 tokens per session (1,560 once invoked), scanned A, original, MIT.

A set of instructions and tools for operating a live Unreal Engine 5.7 Editor, the program used to build and edit Unreal games and interactive 3D projects.

In plain words
What is it for?
It helps inspect and modify Unreal levels, actors, assets, Blueprint graphs, editor settings, plugins, and project-specific Python or C++ workflows.
Why use it?
It provides a careful process for inspecting the editor and verifying changes to levels, objects, assets, Blueprints, and settings.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps inspect and modify Unreal levels, actors, assets, Blueprint graphs, editor settings, plugins, and project-specific Python or C++ workflows.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/avatarganymede/ue5.7-mcp/unreal
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add AvatarGanymede/ue5.7-mcp --skill unreal
Clone the repo
git clone --depth 1 https://github.com/AvatarGanymede/ue5.7-mcp

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal

README.md
[![agentmods](https://agentmods.dev/badge/skills/avatarganymede/ue5.7-mcp/unreal/github.svg)](https://agentmods.dev/skills/avatarganymede/ue5.7-mcp/unreal)
Your own site
<a href="https://agentmods.dev/skills/avatarganymede/ue5.7-mcp/unreal"><img src="https://agentmods.dev/badge/skills/avatarganymede/ue5.7-mcp/unreal/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unreal

Your own site · 80×15
<a href="https://agentmods.dev/skills/avatarganymede/ue5.7-mcp/unreal"><img src="https://agentmods.dev/badge/skills/avatarganymede/ue5.7-mcp/unreal.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 107 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,560 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00107 $0.01560
Opus 5 $0.00053 $0.00780
Sonnet 5 $0.00021 $0.00312
Haiku 4.5 $0.00011 $0.00156

Measured 11d ago against content hash 67e4e31e628c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unreal scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/unreal/SKILL.md · 104 lines

How it starts

The opening of the file, as written. The whole thing — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal MCP

Use the single unreal tool to discover and execute Unreal Editor workflows. The tool has four actions: health, discover, execute, and task.

Operating workflow

  1. Call health when the editor connection or Python state is unknown. Check data.is_game_thread and data.python_loaded; top-level ok: true only confirms that the server responded. If Python work is required and remains unavailable, report that instead of pretending an editor change succeeded.
  2. Call discover before using an unfamiliar UE subsystem, optional plugin, or workflow. It searches a static English capability catalog, so prefer short English API keywords; use an empty query to list domains. Inspect Python modules or reflected types for exact project classes, functions, and signatures.
  3. Inspect the relevant editor or asset state before changing it. Use a read-oriented Python query or blueprint_graph.inspect and retain stable object, node, and pin identifiers.
  4. Execute the smallest coherent batch. Keep dependent commands together and leave continue_on_error false unless later commands are genuinely independent.
  5. Verify the result with a separate query, graph inspection, compile result, or asset existence check. Report observed results, not just submitted commands.

Do not route normal calls through scripts/unreal-mcp.sh; that script is for direct Git Bash diagnostics when the MCP tool itself is unavailable.

Choose the command backend

  • Use kind: "python" for UE Python/reflection, assets, actors, components, class defaults, editor subsystems, and project-specific APIs.
  • Use kind: "console" for established Unreal console commands and cvars.
  • Use kind: "blueprint_graph" only for visible K2 nodes, pins, connections, defaults, layout, compilation, and saving.
  • Use kind: "wait" only inside an asynchronous batch when the editor must advance by frames or wall-clock time.

Read references/tool-calls.md when composing an unfamiliar call, an asynchronous task, or Blueprint graph edits.

Read the full file on GitHub · 104 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 104 lines · 107 tokens per session scan A 67e4e31e628c

Subscribe to this mod's changes

unreal is a skill published in the GitHub repository AvatarGanymede/ue5.7-mcp (1 stars, last pushed 21d ago), licensed MIT. It adds 107 tokens to every session and 1,560 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens