unreal-mcp
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method
Try your first task
Inspect an actor in the current level
Start a fresh conversation.
Use the unreal-mcp skill to inspect the actor I identify in the current level. Discover the relevant tools and report its transform and readable properties. Keep this inspection read-only.
Required inputs
- An actor name or identifier in the current level.
- A running Unreal Editor with ModelContextProtocol and AllToolsets enabled, an active MCP server, and a configured client connection.
Suggested template by Skill Leaderboard, grounded in the linked source. Task evidence ↗
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