ue-mcp-workflow

ue-mcp-workflow is a skill for Claude Code, Codex from db-lyon/ue-mcp. It costs 71 tokens per session (932 once invoked), scanned A, original, MIT.

A workflow guide for using ue-mcp, an integration that drives the Unreal Engine editor through a bridge plugin. It explains how to check the editor, start it, identify the loaded project, and inspect its levels and assets.

In plain words
What is it for?
Checking Unreal Engine status, starting the editor, inspecting levels and assets, and preparing to author content in a project.
Why use it?
It prevents actions from being sent before the editor is connected and ready, which can cause initialization errors or changes to the wrong project.

Skill for Claude CodeCodex

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

Good fit Checking Unreal Engine status, starting the editor, inspecting levels and assets, and preparing to author content in a project.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/db-lyon/ue-mcp/ue-mcp-workflow
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-workflow
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-workflow

README.md
[![agentmods](https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-workflow/github.svg)](https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-workflow)
Your own site
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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-workflow

Your own site · 80×15
<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-workflow"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-workflow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 932 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 $0.00071 $0.00932
Opus 5 $0.00036 $0.00466
Sonnet 5 $0.00014 $0.00186
Haiku 4.5 $0.00007 $0.00093

Measured 4d ago against content hash 97a787c2ded3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

ue-mcp-workflow 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 4d 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-workflow/SKILL.md · 53 lines

How it starts

The opening of the file, as written. The whole thing — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ue-mcp workflow

The ue-mcp MCP exposes 26 category tools (action-dispatch style) that drive a live Unreal Engine editor via a C++ bridge plugin. Every tool takes an action parameter.

Start every session with a status check

Always call project(action="get_status") before anything else. It tells you:

  • Whether the bridge is connected
  • Which project is loaded
  • Whether the editor is responsive

If status reports not connected / editor not running, call editor(action="start_editor") to launch UE. Wait for the status check to succeed before issuing other calls - handlers that need the editor world will return "Editor is still initializing. Please wait and retry." if you call them too early.

Orient yourself before authoring

Before writing, read. Common orientation calls:

  • level(action="get_outliner") - what's in the current level
  • asset(action="list", directory="/Game/...", recursive=true) - what assets exist
  • asset(action="search_fts", query="...") - ranked search across names/classes/paths (after asset(action="reindex_fts") has built the index)
  • reflection(action="reflect_class", className="StaticMeshActor") - inspect any UE class
  • project(action="list_project_modules") - native C++ modules in the project

Mutation recipe

For any write action:

  1. Call the read/list variant first to confirm the target exists and capture the current shape (e.g. blueprint(action="read", assetPath=...) before add_node).
  2. Issue the write. Most write handlers return { success, existed, created, updated, rollback? } - honor existed as "idempotent no-op" and updated as "real change made".
  3. If a rollback record came back and you hit a later failure in the same logical unit, call the rollback method yourself (the TS flow runner does this automatically when tasks are composed via ue-mcp.yml).

Common pitfalls

  • Action typos silently fail - each tool validates action against an enum; a typo returns Unknown action '<x>'. Available: <list>. Read the Available: list rather than guessing.
  • Asset paths use /Game/..., not filesystem paths. Package paths (folder) vs object paths (Folder/Name.Name) matter - most create handlers take packagePath (folder) plus name; most read handlers take assetPath (full object path).
  • execute_python is an escape hatch, not a shortcut - if a native tool exists for the job, use it. When you use execute_python, a hook may prompt you to file a GitHub issue so the native tool gap can be closed.
  • Editor must be fully loaded for asset registry queries. If a list_* action retries with "still initializing", the editor is still starting - wait a few seconds and retry.

Read the full file on GitHub · 53 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. 4d ago Changed 97a787c2ded3
  2. 12d ago First seen · 53 lines · 71 tokens per session scan A 548cc8f0ed3e

Subscribe to this mod's changes

ue-mcp-workflow is a skill published in the GitHub repository db-lyon/ue-mcp (328 stars, last pushed today), licensed MIT. It adds 71 tokens to every session and 932 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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