ue-mcp-blueprint

ue-mcp-blueprint is a skill for Claude Code, Codex from db-lyon/ue-mcp. It costs 74 tokens per session (2,580 once invoked), scanned A, original, MIT.

A guide for creating, editing, inspecting, and compiling Unreal Engine Blueprint assets through ue-mcp. Blueprints are Unreal's visual way to build game logic.

In plain words
What is it for?
Use it to author Blueprint logic, wire nodes and pins, manage component hierarchies, set variables, compile assets, and inspect existing Blueprints.
Why use it?
It provides a careful read-then-write process for graphs, nodes, connections, components, variables, and interfaces, reducing editing mistakes.

Skill for Claude CodeCodex

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

Good fit Use it to author Blueprint logic, wire nodes and pins, manage component hierarchies, set variables, compile assets, and inspect existing Blueprints.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/db-lyon/ue-mcp/ue-mcp-blueprint
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 db-lyon/ue-mcp --skill ue-mcp-blueprint
Clone the repo
git clone --depth 1 https://github.com/db-lyon/ue-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 ue-mcp-blueprint

README.md
[![agentmods](https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-blueprint/github.svg)](https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-blueprint)
Your own site
<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-blueprint"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-blueprint/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 ue-mcp-blueprint

Your own site · 80×15
<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-blueprint"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-blueprint.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,580 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00074 $0.02580
Opus 5 $0.00037 $0.01290
Sonnet 5 $0.00015 $0.00516
Haiku 4.5 $0.00007 $0.00258

Measured 12d ago against content hash 97be0ba740cb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-mcp-blueprint 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 12d 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/ue-mcp-blueprint/SKILL.md · 139 lines

How it starts

The opening of the file, as written. The whole thing — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ue-mcp blueprint authoring

The blueprint tool covers reading, authoring, and compiling Blueprints. The default workflow is read → mutate → compile, never fire-and-forget.

Authoring a graph body: prefer the Epic DSL (#711)

When you are authoring the contents of a graph (event graph, function body, macro) - a set of nodes plus their wiring - do not default to node-by-node add_node/connect_pins. Reach for Epic's graph DSL first:

  1. blueprint(action="epic_get_graph_dsl_docs") - read the S-expression grammar once.
  2. blueprint(action="epic_write_graph_dsl", ...) - author + compile the whole graph body in one call.

The DSL authors and compiles an entire graph in a single round-trip, which is materially faster and more reliable than stitching individual K2Nodes together (one correct pass vs several failed iterations). Use it for graph bodies whenever it is available.

Availability / fallback. The epic_* actions come from Epic's ToolsetRegistry and require UE 5.8+ with the Epic toolset plugins enabled. Check with epic(action="status"). When they are unavailable (pre-5.8, or the registry is off), fall back to the native node path below.

Keep using the native actions for read/discovery, SCS components, CDO/class defaults, interfaces + event dispatchers, structured compile/validate, and anything with no Epic equivalent - the native path adds idempotency and rollback the raw tools lack. See the ue-mcp-epic-routing skill for the full epic-vs-native decision.

Discovery before authoring

For any existing Blueprint:

  • blueprint(action="read", assetPath=...) - structure (parent, components, graphs)
  • blueprint(action="read_graph_summary", assetPath=..., graphName=...) - lightweight node+edge summary (~10KB) - use this before read_graph (which can be 100KB+)
  • blueprint(action="list_graphs", assetPath=...) - every graph in the BP including event graphs, functions, macros, interface impls
  • blueprint(action="list_variables" | "list_functions" | "list_local_variables") - the member surface. list_functions covers the same graphs as list_graphs (own functions, parent overrides, interface impls, event graphs and their entry points, macros, collapsed subgraphs), each tagged with kind and source; pass includeInherited: true to also see overridable functions not implemented yet
  • blueprint(action="get_execution_flow", assetPath=..., entryPoint=...) - trace exec pins from an entry point
  • blueprint(action="get_dependencies", assetPath=..., reverse=false|true) - classes/functions/assets this BP uses, or callers if reverse: true

Read the full file on GitHub · 139 lines

Files

What ships with it

1 file 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. 12d ago First seen · 139 lines · 74 tokens per session scan A 97be0ba740cb

Subscribe to this mod's changes

ue-mcp-blueprint is a skill published in the GitHub repository db-lyon/ue-mcp (328 stars, last pushed today), licensed MIT. It adds 74 tokens to every session and 2,580 once invoked, about $0.0004 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 2026-08-30.

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