Skill Claude CodeCodex
Use when creating or repairing one interactive MetaSound cue and checking graph validity, audible behavior, and level-meter evidence.
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 creating or repairing one interactive MetaSound cue and checking graph validity, audible behavior, and level-meter evidence.
Skill Claude CodeCodex
Use when a replicated actor behaves differently for host and client and the editor state, network flags, and multi-client observations need checking.
Skill Claude CodeCodex
Use when placing or tuning one Niagara effect and checking system warnings, visibility, timing, and measured scene cost.
Skill Claude CodeCodex
Use when adding one project-defined objective trigger and verifying its event wiring, state change, and player-facing response.
Skill Claude CodeCodex
Use when choosing PCGEx nodes and pins for a specific graph operation, especially when documentation and installed plugin versions may differ.
Skill Claude CodeCodex
Use when a PCG or PCGEx graph claims success but the actual generated instances, placement, or freshness remain uncertain.
Skill Claude CodeCodex
Use when measuring an Unreal level against explicit frame, draw-call, memory, or streaming budgets before choosing an optimization.
Skill Claude CodeCodex
Use when making one Unreal object pushable or blocking and checking collision, simulation, and observed interaction in PIE.
Skill Claude CodeCodex
Use when collecting repeatable PIE timing and editor-memory proxy samples for one route before comparing a scene change.
Skill Claude CodeCodex
Use when checking whether an Unreal project can cook for a named target and tracing asset, validation, or asynchronous cook failures.
Skill Claude CodeCodex
Use when checking a small Unreal gameplay change through available automation, PIE observation, and scene validation before reporting it done.
Skill Claude CodeCodex
Use when prototyping repeatable room or set-piece variations from explicit grammar rules and checking their placement constraints.
Skill Claude CodeCodex
Use when checking that a project-defined game save restores one concrete piece of player progress after a clean restart.
Skill Claude CodeCodex
Use when refining actor or camera movement inside an existing Sequencer shot and checking key timing, framing, and playback continuity.
Skill Claude CodeCodex
Use when a world sound is too loud, too quiet, or persists at the wrong listener distance and attenuation needs verification.
Skill Claude CodeCodex
Use when authoring a road, path, fence, or cable guide as a spline and checking its geometry before downstream generation.
Skill Claude CodeCodex
Use when importing or auditing a heightmap landscape and checking scale, layers, material, collision, and streaming implications.
Skill Claude CodeCodex
Use when trimming texture cost for a target platform while checking format, mip policy, streaming, and visible detail.
Skill Claude CodeCodex
Use when checking a noncombat route for reachable waypoints, readable exits, obstacles, and loading behavior during actual play.
Skill Claude CodeCodex
Use when a Widget Blueprint displays a changing gameplay value or reacts to a control and the binding needs compile and PIE proof.
Skill Claude CodeCodex
Use when building a focused Unreal HUD widget and verifying its hierarchy, layout, text, focus, compile state, and PIE display.
Skill Claude CodeCodex
Use when auditing an Unreal widget for layout, clipping, text, and validation warnings before calling the UI finished.
Skill Claude CodeCodex
Use when placing a river or lake beside a playable crossing and checking Water plugin state, spline or zone setup, and traversal evidence.
Skill Claude CodeCodex
Use when fog, sky, or daylight makes a player route or landmark hard to read and visibility must be checked at fixed distances.
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: