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.
npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcpgit clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-pluginWrote 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.
[](https://agentmods.dev/skills/epicgames/unreal-engine-skills-for-claude-code-plugin/unreal-mcp)<a href="https://agentmods.dev/skills/epicgames/unreal-engine-skills-for-claude-code-plugin/unreal-mcp"><img src="https://agentmods.dev/badge/skills/epicgames/unreal-engine-skills-for-claude-code-plugin/unreal-mcp/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.
<a href="https://agentmods.dev/skills/epicgames/unreal-engine-skills-for-claude-code-plugin/unreal-mcp"><img src="https://agentmods.dev/badge/skills/epicgames/unreal-engine-skills-for-claude-code-plugin/unreal-mcp.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00266 | $0.01470 |
| Opus 5 | $0.00133 | $0.00735 |
| Sonnet 5 | $0.00053 | $0.00294 |
| Haiku 4.5 | $0.00027 | $0.00147 |
Grade A, and why
unreal-mcp 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.
How it starts
The opening of the file, as written. The whole thing — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal MCP
You are wired into a live Unreal Editor through the unreal-mcp MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's ToolsetRegistry. Use it to inspect and mutate live editor state instead of telling the user to do it manually.
You don't need to memorize tool names. The flow below has you discover them on demand.
First step every time: discover the tool you need, then dispatch it via call_tool
Tool search is on by default, so the MCP server advertises only three meta-tools for the whole session: list_toolsets, describe_toolset, and call_tool. Tool names like BlueprintTools.create or SequencerTools.create_level_sequence are not in tools/list. They are dispatched server-side through call_tool and never registered as native MCP tools. This is deliberate. It keeps your context window small and the prompt cache warm.
When you start work:
- Call
list_toolsetsto see what's registered, thendescribe_toolseton the candidate(s) to read their tool schemas. If you already know which toolset you need (the user said "make a Blueprint" → the Blueprint toolset), skip the listing and go straight todescribe_toolsetto confirm the available tools and their signatures. - Invoke the tool with
call_tool: passtoolset_name,tool_name, and anargumentsobject matching the schema you just read. The result comes back on the same turn. No extra round-trip needed. - Top-level dispatch (omitting
toolset_name) is reserved for tools registered directly on the MCP server and is rejected forcall_toolitself.
If the meta-tools themselves aren't available (list_toolsets errors, or you don't see unreal-mcp in your MCP server list at all), the editor or its MCP server is not running. Don't bluff. Ask the user to launch the editor (and run ModelContextProtocol.StartServer in the console if auto-start isn't on), or follow references/setup.md to wire up a project that has never been configured.
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.
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.
- 11d ago First seen · 55 lines · 266 tokens per session scan A 65ab93bc2501
unreal-mcp is a skill published in the GitHub repository EpicGames/unreal-engine-skills-for-claude-code-plugin (275 stars, last pushed 1mo ago), licensed MIT. It adds 266 tokens to every session and 1,470 once invoked, about $0.0013 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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