unreal engine skills

142 tagged unreal engine, measured the same way as everything else here.

Browse within: dcc 823dsmax 60blender 60game-development 42ue5 22benchmark 20llm-evaluation 20copilot 103d 6blueprint 6cinematics 6lighting 6scenes 6ue5-plugin 6

game-ai

01

ukanwat/aaabench

Skill Claude CodeCodex

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state…

378 17d ago A 85 tokens copy · 88% MIT

reference-images

02

ukanwat/aaabench

Skill Claude CodeCodex

Find and actually LOOK at real photographs — keyless image-search APIs, downloaded to disk so they render as images. Use before building any place, material, vehicle, sky or lighting condition, and again when judging your own screenshots.

378 17d ago A 49 tokens original MIT

ukanwat/aaabench

Skill Claude CodeCodex

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA/IMC assets, binding in C++ or Blueprints, or when the user mentions Enhanced…

378 17d ago A 94 tokens original MIT

ue-mcp-animation

04

db-lyon/ue-mcp

Skill Claude CodeCodex

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…

294 2d ago A 85 tokens original MIT

ue-mcp-blueprint

05

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…

294 2d ago A 74 tokens original MIT

ue-mcp-native-cpp

06

db-lyon/ue-mcp

Skill Claude CodeCodex

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…

294 2d ago A 83 tokens original MIT

ue5-mcp

09

ibrews/ue5-mcp

Skill Claude CodeCodex

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…

36 22d ago A 156 tokens

houdini-simulation

10

IvanYangYangXi/artclaw_bridge

Skill Claude CodeCodex

Houdini 仿真工作流指南:Pyro/RBD/FLIP/Vellum 的标准搭建流程。 Use when AI needs to: (1) set up simulations, (2) configure DOPs, (3) build Pyro/RBD/FLIP/Vellum setups. Houdini only (runpython).

35 4mo ago A 75 tokens original MIT

sd-node-ops

11

IvanYangYangXi/artclaw_bridge

Skill Claude CodeCodex

A Substance Designer guide for creating, connecting, and configuring nodes in material graphs, which are step-by-step networks that produce textures.

35 4mo ago A 67 tokens original MIT

IvanYangYangXi/artclaw_bridge

Skill Claude CodeCodex

A guided tool for creating custom tools in the ArtClaw system, which connects an AI assistant with digital-content applications. It can package an existing skill, generate a script, or combine tools, then preview and save the result.

35 4mo ago A 41 tokens original MIT

atomantic/UEMCP

Skill Claude CodeCodex

Fix silent tool registration failures in UEMCP when Python function parameters use modern union syntax (str | None) instead of Optional[str]. Use when: (1) MCP tools silently lose optional parameters in their JSON schema, (2) new ops module parameters all show as required when they should be optional, (3) manifest…

18 19d ago A 118 tokens original MIT

mobile-perf-doctor

14

ezesubu/VERA

Skill Claude CodeCodex

VERA ships a mobile and performance doctor: a small set of read-only tools that audit the project for things that hurt — or outright break — a mobile build. Use it proactively whenever the user is about to package for mobile, complains about device crashes, or worries about GPU/shader cost.

15 22d ago A 0 tokens original MIT

project-playbook

15

ezesubu/VERA

Skill Claude CodeCodex

You are working inside PCW, Ezequiel's Unreal Engine project (an Aztec-themed action game, with cyberpunk experiments). Treat the facts below as ground truth so you don't rediscover them every session. When you learn something new and durable, remember it (the Memory plugin) so this knowledge keeps growing.

15 22d ago A 0 tokens original MIT

scene-vibe

16

ezesubu/VERA

Skill Claude CodeCodex

VERA can set the cinematic mood of the level currently open in the Unreal editor in a single command — perfect right before taking a showcase screenshot or recording a demo of a game. Pick a mood, capture the beauty shot, then restore the level.

15 22d ago A 0 tokens original MIT

driving-unreal

17

NAJEMWEHBE/unreal-ai-connection

Skill Claude CodeCodex

Use when driving an Unreal Engine 5.x editor through the unreal-ai-connection MCP tools — building or populating a level, spawning/transforming actors, authoring materials and material instances, setting up lighting and atmosphere, reconstructing a scene from a reference photo, setting up a sequencer/cinematic shot…

9 1mo ago A 269 tokens original MIT

unreal-actors

18

dcc-mcp/dcc-mcp-unreal

Skill Claude CodeCodex

Domain skill - Unreal Engine actor management: list, spawn, transform, and delete level actors. Use when inspecting or editing actors in the current Unreal Editor level. Not for Content Browser asset import/export - use unreal-assets for that.

4 2d ago A 51 tokens

unreal-pie

19

dcc-mcp/dcc-mcp-unreal

Skill Claude CodeCodex

Domain skill - Unreal Engine Play-In-Editor (PIE) closed-loop verification. Provides PIE lifecycle control (enter/pause/resume/exit), controlled input injection (no OS dependency), viewport screenshot capture, output log snapshot, performance sampling, and Automation Test execution with async job polling. Use for…

4 2d ago A 74 tokens

dcc-mcp/dcc-mcp-unreal

Skill Claude CodeCodex

Domain skill - run screenshot-light PIE playtest episodes with structured entity observations, bounded semantic actions, transition polling, and in-memory traces for QA and external policy or RL runners.

4 2d ago A 41 tokens

read-ue-logs

21

osseous/skills

Skill Claude CodeCodex

Read and filter Unreal Engine log output from disk for any UE project. Auto-detects the project from the nearest .uproject, merges entries across all concurrently-active log files (editor session, standalone clients), and surfaces only recently-active sessions by default. Use when diagnosing a silent failure after a…

2 3mo ago A 88 tokens original MIT

osseous/skills

Skill Claude CodeCodex

Author Unreal Engine AngelScript tests using the Hazelight FUnitTest / FIntegrationTest framework. Use when adding regression coverage for .as gameplay code, scaffolding a new Test function, deciding between a unit test and an integration test (which requires a /Content/Testing/.umap) — or deciding whether a test even…

2 3mo ago A 168 tokens original MIT

osseous/skills

Skill Claude CodeCodex

Author Hazelight AngelScript (.as) gameplay code for Unreal Engine 5.x projects using the Hazelight UnrealEngine-Angelscript fork. AngelScript looks like UE C++ but differs in load-bearing ways — no #include, no GENERATEDBODY, default keyword for sub-object config, float is 64-bit, RPCs are reliable by default, no…

2 3mo ago A 176 tokens original MIT