create-toolset
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with…
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:
$ npx -y skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcp --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unreal-mcpContext preview
The summary Claude sees to decide when to auto-load this skill.
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:
name: unreal-mcp description: "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`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word \"Unreal\": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; \"in my game\" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of \"blueprint\"/\"sequencer\"/\"widget\"."
You are wired into a live Unreal Editor through the `unreal-mcp` MCP server. The server exposes hundreds of tools across 30+ toolsets (actors, blueprints, materials, Niagara, Sequencer, Control Rigs, GAS, automation tests, Live Coding, and more) registered through Unreal's `ToolsetRegistry`. Use it to inspect and mutate live editor state instead of telling the user to do it manually.
You don't need to memorize tool names. The flow below has you discover them on demand.
The connection can appear as `unreal-mcp-proxy` when the engine's optional proxy is installed. Use that connection for Unreal tools. The proxy keeps Unreal's native tool definitions; it does not introduce replacement discovery or dispatch tools. See `references/setup.md` for installation.
Tool search is on by default, so the MCP server advertises only three meta-tools for the whole session: `list_toolsets`, `describe_toolset`, and `call_tool`. Tool names like `BlueprintTools.create` or `SequencerTools.create_level_sequence` are **not in `tools/list`**. They are dispatched server-side through `call_tool` and never registered as native MCP tools. This is deliberate. It keeps your context window small and the prompt cache warm.
When you start work:
1. Call `list_toolsets` to see what's registered, then `describe_toolset` on the candidate(s) to read their tool schemas. If you already know which toolset you need (the user said "make a Blueprint" → the Blueprint toolset), skip the listing and go straight to `describe_toolset` to confirm the available tools and their signatures. 2. Invoke the tool with `call_tool`: pass `toolset_name`, `tool_name`, and an `arguments` object matching the schema you just read. The result comes back on the same turn. No extra round-trip needed. 3. Top-level dispatch (omitting `toolset_name`) is reserved for tools registered directly on the MCP server and is rejected for `call_tool` itself.
Missing tools do not prove that the editor is stopped. Check the configured `unreal-mcp` or `unreal-mcp-proxy` connection and follow `references/operations.md`. A proxy can stay connected while Unreal is unavailable, and a client can keep a stale catalog after recovery. `unreal_mcp_status` reports the proxy's session state, not current reachability. Verify recovery with a read-only Unreal tool call. For first-time configuration, follow `references/setup.md`.
Follow these rules to protect live editor state.
A project or plugin can register **Agent Skills**: named bundles of instructions that capture workflow knowledge the agent wouldn't otherwise have (a project's naming conventions, folder layout, required setup steps, or the canonical sequence for a multi-step task). These are separate from the toolsets themselves and are reached through the agent skill toolset (`AgentSkillToolset`), not through `list_toolsets`.
Check for them the same way you discover tools, and do it whenever you start unfamiliar work in a project rather than just once:
1. Call `AgentSkillToolset.ListSkills` (through `call_tool`) to see what skills the project registers. Each entry carries a short description of what it covers and when it applies. 2. If a skill's descript
Control Unreal Editor directly from Claude Code via MCP. Hundreds of tools exposed via Unreal's ToolsetRegistry across 30+ toolsets: actors, blueprints, materials, Niagara, Control Rigs, Sequencer, State Trees, widgets, Gameplay Ability System, automation
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with…
Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with…