ue5 skills

121 tagged ue5, measured the same way as everything else here.

Browse within: procedural-generation 51terrain-generation 51ai-coding 23llama-cpp 23unreal-engine 22benchmark 19coding-agents 19game-development 19mcp-server 15ue5-plugin 10unreal 103d 6blueprint 6cinematics 6

ue-specifiers

01

fjz13/UnrealSpecifiers

Skill Codex

Use when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA, meta=(...), Blueprint exposure, Details Panel, replication/RPC, SaveGame, Config, Instanced objects, UMG binding, type pickers, UHT…

not rated 1.1k 4mo ago A 0 tokens

ue-mcp-blueprint

02

db-lyon/ue-mcp

Skill Claude CodeCodex

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…

not rated 426 +31 today A SkillSpector: pass 74 tokens original MIT

opencode

03

maystudios/claude-skills

Skill Claude CodeCodex

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…

not rated 25 +1 2mo ago A SkillSpector: warn 174 tokens original MIT

loomle/loomle

Skill Claude CodeCodex

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…

not rated 13 5d ago A 65 tokens original MIT

hayba-pcg-build

05

zajalist/hayba

Skill Claude CodeCodex

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.

not rated 13 changed 13d ago A 47 tokens original MIT

unreal-mcp

07

44-99/unreal-agent-benchmark

Skill Claude CodeCodex

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…

not rated 2 2mo ago A 266 tokens

tc-imba/ue-official-mcp

Skill Claude CodeCodex

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.).…

not rated 2 3mo ago A 145 tokens original MIT

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: