Use when authoring or modifying Unreal Blueprint assets through ue-mcp. Covers the read-then-write discipline, node/pin wiring, component (SCS) hierarchy, variables, interfaces, compilation, and the difference between pin defaults and linked inputs. Pulls in any time the user asks to create, edit, or inspect a…
Invoke OpenCode CLI as a sub-agent to leverage alternative AI models (GPT-5.x, Codex, local models) for code implementation, review, debugging, research, and second opinions. Use when the user asks to "use opencode", "get a second opinion from GPT/Codex", "implement with opencode", "review with opencode", "let…
Format and audit Unreal Engine Blueprint K2 graphs through Loomle using exact live node and pin geometry. Use when arranging selected Blueprint nodes, repairing spaghetti, choosing compact Helixing versus left-side data layout, straightening execution flow, separating branches, or evaluating whether a graph has…
Use when planning, building, or reviewing PCG/PCGEx content in Unreal; choose the production method, ground PCGEx choices in documentation and live editor facts, then verify the cooked result.
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a .uproject…
Use when driving a running Unreal Engine 5.8.0 editor over the official UE MCP server — to pick the correct toolset and tool for an editor-automation task (spawn/edit actors, Blueprints, materials, Niagara, animation/Sequencer, meshes, GAS, UMG, StateTree, data tables, run automation tests, inspect Slate, etc.).…
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originalMIT
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: