db-lyon/ue-mcp

Complete Unreal Engine development toolkit exposed as MCP tools.

302Stars on the repository
9Mods indexed here, across every type
5d agoLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

ue-mcp-animation

01

db-lyon/ue-mcp

Skill Claude CodeCodex

Use when creating, modifying, retargeting, rigging, constraining, or validating skeletal animation through UE-MCP. Covers native UE 5.8 IK Rig and Retargeter authoring, the Control Rig begin/read/apply/bake loop, generic contact locks, per-rig anatomical and mirrored-axis discovery, quaternion keying, deterministic…

not rated 302 +6 5d ago A 85 tokens original MIT

ue-mcp-blueprint

02

db-lyon/ue-mcp

Skill Claude CodeCodex

Use when authoring or modifying Unreal Blueprint assets through ue-mcp. Covers the read-then-write discipline, node/pin wiring, component (SCS) hierarchy, variables, interfaces, compilation, and the difference between pin defaults and linked inputs. Pulls in any time the user asks to create, edit, or inspect a…

not rated 302 +6 5d ago A 74 tokens original MIT

ue-mcp-epic-routing

03

db-lyon/ue-mcp

Skill Claude CodeCodex

Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the epic actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action and an epic action could do the job and you need to pick.

not rated 302 +6 5d ago A 81 tokens original MIT

ue-mcp-native-cpp

04

db-lyon/ue-mcp

Skill Claude CodeCodex

Use when writing or modifying native C++ UCLASSes in an Unreal project via ue-mcp. Covers createcppclass → writecppfile → livecodingcompile loop, when to use build vs Live Coding, and the addmoduledependency workflow. Pulls in any time the user asks to write a new native class, add a UPROPERTY, or implement a…

not rated 302 +6 5d ago A 83 tokens original MIT

ue-mcp-niagara

05

db-lyon/ue-mcp

Skill Claude CodeCodex

Use when authoring Niagara VFX systems via ue-mcp - creating systems and emitters, adding renderers, setting module inputs and static switches, building HLSL modules, and batching operations. Pulls in any time the user asks for a particle system, VFX, Niagara emitter, or motion matching cost visualization.

not rated 302 +6 5d ago A 71 tokens original MIT

ue-mcp-workflow

06

db-lyon/ue-mcp

Skill Claude CodeCodex

Use when driving Unreal Engine editor via the ue-mcp MCP server. Covers the required order of operations (status check first), editor lifecycle, project scoping, and what to do when the bridge says "still initializing". Pulls in automatically any time the user asks to use an Unreal project or references ue-mcp tools.

not rated 302 +6 5d ago A 71 tokens original MIT

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