Use when creating, modifying, retargeting, rigging, constraining, or validating skeletal animation through UE-MCP. Covers native UE 5.8 IK Rig and Retargeter authoring, the Control Rig begin/read/apply/bake loop, generic contact locks, per-rig anatomical and mirrored-axis discovery, quaternion keying, deterministic…
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…
Use when writing or modifying native C++ UCLASSes in an Unreal project via ue-mcp. Covers createcppclass → writecppfile → livecodingcompile loop, when to use build vs Live Coding, and the addmoduledependency workflow. Pulls in any time the user asks to write a new native class, add a UPROPERTY, or implement a…
Field manual for driving Unreal Engine 5.7 / 5.8 through MCP. Engine-level gotchas, silent-fail edges, crash patterns, and the call sequences that actually work — applicable regardless of which MCP server you're using (Epic's official ModelContextProtocol plugin, custom servers, or anything else). Auto-trigger when…
Generate 2D pixel art game assets using Google Gemini via Chrome browser automation. Triggers when the user wants to create pixel art, game sprites, tilesets, game assets, or edit existing game art. Supports reference image uploads for style consistency, model selection (Flash/Pro), resolution control, automatic…
Improve any existing Claude Code skill, CLAUDE.md, subagent definition, slash-command, or prompt markdown file by combining web-researched best-practice rewrites with autonomous Karpathy-style binary eval loops. Use when the user wants to "auto-research", "self-improve", "auto-improve", "optimize", "modernize", or…
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…
Control and debug one in-process Unreal Engine Play In Editor or Simulate session through Loomle Python after applying the use-unreal-python safety workflow. Use when reproducing gameplay, querying runtime Actors or components, invoking gameplay APIs, checking state across frames, or managing PIE start and stop.
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…
Create, edit, duplicate, rename, move, or cross-project migrate persistent Unreal Engine assets through Loomle Python after applying use-unreal-python. Use when no structured Loomle interface owns the required asset lifecycle operation; excludes Level assets, deletion, bulk import, and Blueprint Graph internals.
Use when a level has performance, physics, or layout problems — combines editorstreamlog, scenevalidatephysics, and sceneexport hierarchical mode to find issues.
Use when the user asks to generate a new scene from scratch — coordinates moodboard → references → spatial planning → asset placement → physics validation → CLIP scoring.
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 Unreal Engine NPCs need spawning, possession, perception, navigation, patrol, pursuit, attack decisions, Behavior Trees, StateTree, EQS, failure recovery, or proof of a closed AI gameplay loop.
Use when building, completing, or repairing a playable Unreal Engine game or vertical slice that spans several gameplay, world, presentation, testing, and delivery domains.
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.).…