unreal-engine-5 skills

7 tagged unreal-engine-5, measured the same way as everything else here.

go-mcp-tool

01

remiphilippe/mcp-unreal

Skill Claude CodeCodex

How to add a new MCP tool to mcp-unreal.

not rated 68 6mo ago A 17 tokens original Apache-2.0

ue-test-patterns

02

remiphilippe/mcp-unreal

Skill Claude CodeCodex

Patterns for writing and running UE 5.7 automation tests.

not rated 68 6mo ago A 17 tokens original Apache-2.0

runeape-sats/unreal-mcp

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.

not rated 47 +1 5mo ago A 55 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 8d ago A 65 tokens original MIT

loomle/loomle

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.

not rated 13 8d ago A 65 tokens original MIT

use-unreal-python

06

loomle/loomle

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…

not rated 13 8d ago A 60 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: