driving-unreal

driving-unreal is a skill for Claude Code from NAJEMWEHBE/unreal-ai-connection. It costs 269 tokens per session (1,661 once invoked), scanned A, original, MIT.

A guide for controlling Unreal Engine 5 editor sessions through connected automation tools. Unreal Engine is software for building 3D games, scenes, and cinematic experiences.

In plain words
What is it for?
It helps build levels, place and transform objects, create materials and lighting, reconstruct scenes from photos, and set up cinematic sequences.
Why use it?
It provides a repeatable process for editor automation and checks that the connection and scene state are correct before changes are made.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unreal-ai-connection plugin — 1 skill shipped together

Good fit It helps build levels, place and transform objects, create materials and lighting, reconstruct scenes from photos, and set up cinematic sequences.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/najemwehbe/unreal-ai-connection/driving-unreal
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 NAJEMWEHBE/unreal-ai-connection --skill driving-unreal
Clone the repo
git clone --depth 1 https://github.com/NAJEMWEHBE/unreal-ai-connection

Made for: Claude Code.

Or install unreal-ai-connection, the plugin that ships this one along with the rest of its 1 skill.

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 driving-unreal

README.md
[![agentmods](https://agentmods.dev/badge/skills/najemwehbe/unreal-ai-connection/driving-unreal/github.svg)](https://agentmods.dev/skills/najemwehbe/unreal-ai-connection/driving-unreal)
Your own site
<a href="https://agentmods.dev/skills/najemwehbe/unreal-ai-connection/driving-unreal"><img src="https://agentmods.dev/badge/skills/najemwehbe/unreal-ai-connection/driving-unreal/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 driving-unreal

Your own site · 80×15
<a href="https://agentmods.dev/skills/najemwehbe/unreal-ai-connection/driving-unreal"><img src="https://agentmods.dev/badge/skills/najemwehbe/unreal-ai-connection/driving-unreal.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 269 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,661 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.
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 $0.00269 $0.01661
Opus 5 $0.00134 $0.00830
Sonnet 5 $0.00054 $0.00332
Haiku 4.5 $0.00027 $0.00166

Measured 12d ago against content hash b4b2e962cff7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

driving-unreal 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/driving-unreal/SKILL.md · 101 lines

How it starts

The opening of the file, as written. The whole thing — 101 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Driving Unreal Engine via the unreal-ai-connection MCP tools

This skill is the know-how layer for the unreal-ai-connection plugin. The plugin exposes ~105 UE editor-automation tools; this file tells you how to operate them — the chaining order, the verification checkpoints, and the failure modes. Deep step-by-step recipes and the full UE-quirk table live in reference.md; read it when executing a specific workflow.

Tools are called as mcp__unreal-ai-connection__<name>. Below, names are written bare for brevity.

Before you touch any tool

  1. Confirm the bridge is live. The UE plugin binds 127.0.0.1:18888. A cold editor launch takes ~2 minutes to bind; warm is seconds. Call list_tools first — if it returns the catalog, you are connected. Do not assume a tool exists; the live list_tools output is the source of truth.
  2. Establish a clean baseline. For anything that places actors, plan an idempotent re-run: prefix your actor labels (e.g. Test_*) and start the workflow by deleting that prefix via find_actors_by_class + delete_actor, so repeated attempts don't pile up duplicates.

Cross-cutting operating patterns (apply to every workflow)

These rules matter more than any single recipe. Internalize them.

  • Actor targeting is hybrid. Actor-targeting tools accept either a display label or an FName. Label is tried first. If a label is ambiguous you get an ambiguous_actor error listing candidate FNames — retry with a specific FName. Don't guess; read the candidates back.

  • Verify visually, and pick the right capture tool. Three ways to capture, with different trade-offs:

    • render_camera_to_png — off-screen render to a render target. Deterministic; use this for headless/automated verification. Provide an absolute output path whose parent exists.
    • get_viewport_screenshot / take_high_res_screenshot — capture the active viewport. Can return a frozen frame if the editor window is backgrounded (the viewport stops pumping render frames). Keep the editor foreground if you rely on these.
    • screenshot_actor — convenience wrapper that frames and renders a single actor. After any structural step (placement, material apply, lighting), capture and look before adding detail. Don't build blind.

Read the full file on GitHub · 101 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 · 101 lines · 269 tokens per session scan A b4b2e962cff7

Subscribe to this mod's changes

driving-unreal is a skill published in the GitHub repository NAJEMWEHBE/unreal-ai-connection (9 stars, last pushed 1mo ago), licensed MIT. It adds 269 tokens to every session and 1,661 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 2026-08-31.

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