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/ue-mcp-epic-routing

Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the `epic_*` actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action and an epic_* action

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ue-mcp
4256 skills
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$ npx -y skills add db-lyon/ue-mcp --skill ue-mcp-epic-routing --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/ue-mcp-epic-routing

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the `epic_*` actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action and an epic_* action

SKILL.md

ue-mcp-epic-routing.SKILL.md
name: ue-mcp-epic-routing
description: Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the `epic_*` actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action and an epic_* action could do the job and you need to pick.

Epic-vs-native tool routing (ue-mcp)

ue-mcp exposes two overlapping surfaces. Picking the right one per task avoids slow, failure-prone paths.

  • **Native category actions** - `blueprint(...)`, `level(...)`, `material(...)`, etc. Hand-written, idempotent, with rollback and structured errors.
  • **Epic `epic_*` actions** - Epic's own MCP toolsets, surfaced in-category when the ToolsetRegistry is available (UE 5.8+ with the Epic toolset plugins enabled). Discover them with `epic(action="status")` and `epic(action="list_toolsets")`.

This is **not** a blanket "always use epic" rule. Epic needs 5.8 + plugins, and much of ue-mcp has no epic equivalent or adds idempotency/rollback the raw tools lack.

The one that matters most: Blueprint graph bodies -> the DSL

Authoring the **contents of a graph** (event graph, function body, macro) is the headline case.

  • Prefer `blueprint(action="epic_write_graph_dsl", ...)`. Call `blueprint(action="epic_get_graph_dsl_docs")` first to get the S-expression grammar.
  • It authors **and compiles the whole graph in one call** - materially faster and more reliable than node-by-node `add_node` + `connect_pins` (typically one correct pass instead of several failed iterations).

Decision table

| Task | Route | |------|-------| | Author/replace a graph body (nodes + wiring) | `blueprint(epic_write_graph_dsl)` (docs first) | | Read / inspect a graph, list graphs/variables/functions | native `blueprint(read*, list_*, get_execution_flow)` | | SCS components, reparenting, component properties | native `blueprint(add_component, ...)` | | CDO / class defaults, tick settings | native `blueprint(set_class_default, set_actor_tick_settings)` | | Interfaces, event dispatchers | native `blueprint(create_interface, add_interface, add_event_dispatcher)` | | Structured compile / validate with diagnostics | native `blueprint(compile, validate)` | | A task with no native action but an `epic_*` one exists | the `epic_*` action | | A task with no epic equivalent | the native action |

Fallback

If `epic(action="status")` reports the registry unavailable (pre-5.8, plugins off, or `available=false`), route **everything** through the native path - the DSL actions will not exist. The native node-by-node path (`add_node` -> `set_node_property` -> `connect_pins` -> `compile`) always works; see the `ue-mcp-blueprint` skill.

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Unreal Engine Model Context Protocol Server - gives AI assistants deep read/write access to the Unreal Editor through 26 category tools covering 1975+ actions, plus a YAML flow engine for multi-step workflows and an npm plugin system for extending the surface.

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