go-mcp-tool
01Skill Claude CodeCodex
How to add a new MCP tool to mcp-unreal.
7 tagged unreal-engine-5, measured the same way as everything else here.
Skill Claude CodeCodex
How to add a new MCP tool to mcp-unreal.
Skill Claude CodeCodex
Patterns for writing and running UE 5.7 automation tests.
Skill Claude CodeCodex
Use when creating a castle, fortress, keep, walls, towers, or battlements in Unreal Engine with primitive shapes. Use this skill to inspect the Unreal CLI help, create the sample castle workflow, and verify the result by listing actors.
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…
Skill Claude CodeCodex
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.
Skill Claude CodeCodex
Use Loomle's unrestricted Unreal Python fallback safely when no structured Loomle interface covers the required Unreal Editor capability. Apply live context checks, capability selection, API introspection, idempotent mutations, exact continuation polling, partial-state recovery, explicit persistence, and independent…
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: