Italink/UnrealClientProtocol

Lightweight UE5 plugin that exposes Unreal Engine's reflection system over TCP+JSON — let AI agents call UFunctions, read/write UProperties, and inspect any UObject in a running editor, zero engine modification required.

125Stars on the repository
24Mods indexed here, across every type
4d agoLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Manage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.

125 +1 4d ago A 42 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Query and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.

125 +1 4d ago A 55 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire Blueprint nodes, create/modify functions, events, or variables in a Blueprint graph.

125 +1 4d ago A 51 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Interact with the running Unreal Engine editor via TCP bridge. Use when the user asks to call UFunctions or perform any Unreal Engine operation. This is the transport layer — see domain-specific skills (unreal-object-operation, unreal-material-editing, etc.) for specific operations.

125 +1 4d ago A 60 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Use when the user asks to convert a Blueprint to C++, audit a complex Blueprint, or understand a large Blueprint's full logic.

125 +1 4d ago A 54 tokens original MIT

unreal-live-coding

06

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Trigger Live Coding compilation via UCP. Use when the user asks to recompile C++ code, trigger live coding, hot reload C++ changes, or check compilation status in Unreal Engine.

125 +1 4d ago A 44 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Edit UE material node graphs and properties via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire material expression nodes, or change material properties like ShadingModel or BlendMode.

125 +1 4d ago A 51 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A guide for editing Unreal Engine StaticMesh assets, which are reusable 3D models, and creating or changing their collision shapes.

125 +1 4d ago A 44 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A GeometryScript guide for reading and changing attributes on Unreal Engine mesh geometry. These attributes include vertex colours, polygroups, and material IDs.

125 +1 4d ago A 32 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines.

125 +1 4d ago A 40 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A set of Unreal Engine GeometryScript operations for deforming and transforming 3D meshes. Deformation changes a mesh's shape, while transformation moves, rotates, or scales it.

125 +1 4d ago A 50 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A reference skill for editing and repairing 3D meshes in Unreal Engine, a game-development tool. It covers operations such as simplification, remeshing, Boolean changes, voxel processing, subdivision, and basic editing.

125 +1 4d ago A 48 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A reference for calculating, repairing, reading, and reversing mesh normals in Unreal Engine's Geometry Scripting system. Normals describe which direction each polygon surface faces and affect how a model is shaded.

125 +1 4d ago A 45 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A set of Unreal Engine GeometryScript operations for creating basic 3D mesh shapes and applying common modeling operations. These shapes include boxes, spheres, cylinders, capsules, cones, toruses, and discs.

125 +1 4d ago A 49 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A reference skill for querying 3D meshes in Unreal Engine, a game-development tool. A mesh is the geometric surface that makes up a 3D object.

125 +1 4d ago A 54 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A reference for selecting parts of a 3D mesh in Unreal Engine, such as triangles, vertices, materials, or areas inside a sphere or box. Unreal Engine is software for building 3D applications and games.

125 +1 4d ago A 52 tokens original MIT

unreal-modeling-uv

17

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A set of Unreal Engine GeometryScript operations for a mesh's UVs. UVs are the 2D coordinates that tell a texture how to wrap around a 3D model.

125 +1 4d ago A 34 tokens original MIT

unreal-modeling

18

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A tool for creating and changing 3D meshes in Unreal Engine through scripts, including operations such as UVs, booleans, deformation, repair, and simplification. It can also move meshes between temporary working data and Static Mesh assets.

125 +1 4d ago A 49 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Edit Niagara systems, emitters, and scripts via UCP. Use when the user asks to create/modify particle effects, manage emitters, configure modules, set module inputs, edit Niagara script graphs, or any Niagara VFX operation.

125 +1 4d ago A 55 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget). This is a reference skill — domain-specific skills (unreal-material-editing, unreal-blueprint-editing, etc.) should be used for actual operations.

125 +1 4d ago A 56 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Read/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo. This is the foundational skill for modifying ANY object in Unreal Engine — use it whenever you need to get or set a property on any UObject.

125 +1 4d ago A 61 tokens original MIT

unreal-pie-control

22

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP. Use when the user asks to start, stop, pause, resume PIE/SIE, or query PIE state and worlds.

125 +1 4d ago A 52 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

A tool for translating Unreal Engine plugin localization files, which store the text shown in an editor or game. It works with PO files and can compile the finished translations into Unreal’s locres format.

125 +1 4d ago A 64 tokens original MIT

Italink/UnrealClientProtocol

Skill Claude CodeCodex

Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.

125 +1 4d ago A 52 tokens original MIT