Skill Claude CodeCodex
Use when an Unreal level has placement, streaming, physics, or performance symptoms that need a measured diagnosis and verified fix.
Agentic MCP toolkit for UE5 — 100+ tools across 34 domains, PCG SQLite registry, cognitive map, SpatialCLIP grounding. The ultimate engine for spatial and procedural world-building.
Skill Claude CodeCodex
Use when an Unreal level has placement, streaming, physics, or performance symptoms that need a measured diagnosis and verified fix.
Skill Claude CodeCodex
Use when creating a new Unreal scene from a brief, including spatial structure, asset choices, a first playable area, and observed validation.
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.
Skill Claude CodeCodex
Use when improving the composition or look of an existing Unreal scene through focused edits and observed before-and-after evidence.
Skill Claude CodeCodex
Use when authoring or repairing an Unreal Behavior Tree branch and checking its blackboard contract, execution order, and observed AI behavior.
Skill Claude CodeCodex
Use when reviewing or changing an Animation Blueprint state machine and checking transitions and compilation in Unreal.
Skill Claude CodeCodex
Use when bringing a supported external asset into Unreal and proving its source, import result, dependencies, quality, and save state.
Skill Claude CodeCodex
Use when selecting and tuning ambient audio for an Unreal area, with active-sound and level-meter evidence in PIE.
Skill Claude CodeCodex
Use when a playable camera feels too close, slow, occluded, or unstable and a repeatable input path can test a focused adjustment.
Skill Claude CodeCodex
Use when creating or refining a short Unreal Sequencer shot with actor binding, camera cuts, timing, and sequence validation.
Skill Claude CodeCodex
Use when blocking out one combat encounter around cover, enemy positions, sightlines, player route, and a measurable runtime budget.
Skill Claude CodeCodex
Use when moving or renaming a small set of Unreal assets while preserving references and cleaning the resulting redirectors.
Skill Claude CodeCodex
Use when a menu works with a mouse but gamepad or keyboard focus, activation, or back navigation may fail.
Skill Claude CodeCodex
Use when tuning a scalar Unreal DataAsset value against a stated gameplay target and verifying the saved value and runtime effect.
Skill Claude CodeCodex
Use when checking one voiced dialogue beat for subtitle timing, legibility, safe layout, and audible playback.
Skill Claude CodeCodex
Use when planning and painting foliage in an Unreal level while preserving routes, focal areas, and a measurable density budget.
Skill Claude CodeCodex
Use when creating a small Gameplay Ability System ability or effect and checking its asset, actor prerequisites, and runtime activation path.
Skill Claude CodeCodex
Use when adding or auditing a gameplay input action and mapping, then checking that the intended control works in PIE.
Skill Claude CodeCodex
Use when dressing a focal Unreal area with selected project assets, clear silhouette, deliberate spacing, and placement readback.
Skill Claude CodeCodex
Use when shaping an Unreal area with lights, exposure, and post process while checking readability and performance from fixed cameras.
Skill Claude CodeCodex
Use when a widget must survive long translated strings and different viewport sizes without clipping or losing usable controls.
Skill Claude CodeCodex
Use when creating a small family of material instances from one parent while preserving parameter consistency and scene readability.
Skill Claude CodeCodex
Use when adjusting an existing Unreal material or instance to match a stated visual target, with graph checks and same-view comparison.
Skill Claude CodeCodex
Use when adjusting static-mesh LOD thresholds or reduction for a measured scene cost while preserving silhouette and material behavior.
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: