Domain skill - Unreal Engine actor management: list, spawn, transform, and delete level actors. Use when inspecting or editing actors in the current Unreal Editor level. Not for Content Browser asset import/export - use unreal-assets for that.
Domain skill - Unreal Engine Content Browser asset management: list, import, export, inspect, and delete assets. Use for package and asset operations in the Unreal Editor. Not for actor placement or transforms - use unreal-actors for that.
Domain skill - Unreal Engine native Automation Test and MCP health validation. Use to inspect typed plugin readiness, list UE Automation tests, queue native test runs, and run a safe self-check against the active MCP server.
Build, audit, and render a UE 5.8 rain-soaked Audi A5 promotional film from Epic's Automotive Configurator sample. Use for the official BPAudiA5 asset, wet PBR LookDev, Niagara rain/impact fields, HDRI lighting, cinematic DOF, and 4K Movie Render Queue output. Not for placeholder or low-poly cars.
Domain skill - Unreal Engine Blueprint editing: create Blueprint classes, add event/function nodes, connect nodes, add variables, and compile. Use when building or modifying Blueprint logic in the Unreal Editor. Not for level actor placement - use unreal-actors for that.
Build installable DCC MCP Unreal plugin archives and package Unreal projects as Windows archives, Setup executables, SteamPipe builds, or WeGame submission folders. Use for long-running compilation, cooking, staging, and packaging. Do not use for platform account registration or store publication.
Domain skill - convert pre-fractured Static Meshes into clustered Chaos Geometry Collections and place them as dynamic destruction actors in Unreal Engine 5.
Domain skill — Sequencer shot and keyframe orchestration, camera cut tracks, and Movie Render Queue job setup. Use when creating or editing Level Sequences, authoring camera animation, or preparing an MRQ job in Unreal Engine 5. Not for Blueprint scripting (unreal-blueprints) or runtime playback (unreal-runtime).
Acquire free Fab marketplace content through Unreal Engine's official Fab integration, then verify the imported Content Browser assets. Use when the user asks to find, download, add, or import Fab or Unreal Marketplace assets. Not for arbitrary file imports - use unreal-assets instead.
Domain skill - import attributed GeoJSON city data into Unreal Engine PCG Data Tables with georeferenced roads, pedestrian ways, buildings, railways, water, and land-use points for UE 5.8's native Load Data Table node. Use after a geospatial provider such as openstreetmap-city-data. Not for downloading source data.
Domain skill - Unreal Engine level and world management: inspect level state, load and save maps, and read or edit world settings. Use for active Editor level operations. Not for individual actor transform edits - use unreal-actors for that.
Domain skill - create reusable Material Instances, set typed material parameters, connect material-expression outputs to Customized UV inputs, and bind materials to Static Meshes, Geometry Caches, or live level actors in Unreal Engine.
Unreal Engine MetaSound Source authoring through the reflected Builder API: create sources, add typed inputs and exact registered nodes, connect opaque vertex handles, set defaults, inspect nodes, build, save, and validate. Use for procedural audio graphs in Unreal Engine 5.4+. Not for arbitrary asset management or…
Domain skill — semantic Niagara VFX system authoring, component parameter configuration, and preview. Use when creating or editing Niagara particle effects, setting float/color/vector parameters, spawning Niagara actors in the level, or inspecting basic component state. Not for Chaos destruction (unreal-chaos) or…
Enable, discover, and call Unreal Engine 5.8+ built-in Unreal MCP tools through the DCC MCP gateway. Use when the user asks to set up, include, compare, inspect, or use Epic's official MCP or Toolset Registry capabilities. Not a replacement for DCC MCP on Unreal 4.18-5.7.
Domain skill - Unreal Engine Play-In-Editor (PIE) closed-loop verification. Provides PIE lifecycle control (enter/pause/resume/exit), controlled input injection (no OS dependency), viewport screenshot capture, output log snapshot, performance sampling, and Automation Test execution with async job polling. Use for…
Domain skill - run screenshot-light PIE playtest episodes with structured entity observations, bounded semantic actions, transition polling, and in-memory traces for QA and external policy or RL runners.
Safely inspect, patch, and verify the active Unreal project's allowlisted renderer ConsoleVariables, including Lumen, Nanite, virtual shadows, and temporal upsampling. Use this before UI Project Settings edits.
Domain skill — UMG Widget Blueprint authoring for Unreal Engine 5.4+: create widget blueprints, manage widget hierarchies, configure slot layouts, bind events, and author UMG animations. Complements unreal-blueprints (general BP editing) with UMG-specialized widget, slot, animation, and event-binding operations. Not…
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At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: