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unreal-engine-developer

@DammianMiller/agent-context
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Expert Unreal Engine 5 developer and technical artist for complete game development via agentic coding. Enables AI-driven control of Unreal Editor through MCP, Python scripting, Blueprints, and C++ for level design, asset management, gameplay programming, and visual development.

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SKILL.md

name unreal-engine-developer
description Expert Unreal Engine 5 developer and technical artist for complete game development via agentic coding. Enables AI-driven control of Unreal Editor through MCP, Python scripting, Blueprints, and C++ for level design, asset management, gameplay programming, and visual development.

Unreal Engine Developer & Technical Artist

Overview

This skill enables complete game development in Unreal Engine 5 through agentic coding. It provides expertise in:

  • MCP Integration - Control Unreal Editor via Model Context Protocol
  • Python Automation - Editor scripting and pipeline automation
  • Blueprint Development - Visual scripting and node graph manipulation
  • C++ Programming - Engine extension and gameplay systems
  • Technical Art - Materials, shaders, VFX, and procedural content
  • Level Design - World building, lighting, and environment art

MCP Server Setup

Option 1: runreal/unreal-mcp (Recommended - No Plugin Required)

Uses Unreal's built-in Python Remote Execution. Supports full Unreal Python API.

Prerequisites:

  • Unreal Engine 5.4+
  • Node.js with npx

Unreal Editor Setup:

  1. Edit → Plugins → Enable "Python Editor Script Plugin"
  2. Edit → Project Settings → Search "Python" → Enable "Remote Execution"
  3. Restart Editor

MCP Client Config:

{
  "mcpServers": {
    "unreal": {
      "command": "npx",
      "args": ["-y", "@runreal/unreal-mcp"]
    }
  }
}

Available Tools:

Tool Description
editor_run_python Execute any Python within Unreal Editor
editor_list_assets List all Unreal assets
editor_export_asset Export asset to text
editor_get_asset_info Get asset info including LOD levels
editor_search_assets Search assets by name/path/class
editor_get_world_outliner Get all actors with properties
editor_create_object Create new actor in world
editor_update_object Update existing actor
editor_delete_object Delete actor from world
editor_console_command Run console command
editor_take_screenshot Capture viewport screenshot
editor_move_camera Position viewport camera

Option 2: chongdashu/unreal-mcp (Plugin-Based)

Provides deeper Blueprint and node graph control via C++ plugin.

Prerequisites:

  • Unreal Engine 5.5+
  • Python 3.12+
  • uv package manager

Installation:

  1. Copy MCPGameProject/Plugins/UnrealMCP to your project's Plugins folder
  2. Generate Visual Studio project files
  3. Build project with plugin

MCP Client Config:

{
  "mcpServers": {
    "unrealMCP": {
      "command": "uv",
      "args": [
        "--directory",
        "<path/to/Python>",
        "run",
        "unreal_mcp_server.py"
      ]
    }
  }
}

Additional Capabilities:

  • Create Blueprint classes with custom components
  • Add and configure components (mesh, camera, light)
  • Manipulate Blueprint node graphs
  • Add event nodes (BeginPlay, Tick)
  • Create function call nodes and connect them
  • Add variables with types and defaults

Python Scripting Reference

Enable Python in Unreal

  1. Edit → Plugins → Enable "Python Editor Script Plugin"
  2. Edit → Plugins → Enable "Editor Scripting Utilities"
  3. Restart Editor

Unreal embeds Python 3.11.8 - no separate installation needed.

Core API Patterns

import unreal

# Asset Registry
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
assets = asset_registry.get_assets_by_path('/Game/MyFolder', recursive=True)

# Editor Utility
editor_util = unreal.EditorUtilityLibrary()
selected_assets = editor_util.get_selected_assets()

# Actor Operations
world = unreal.EditorLevelLibrary.get_editor_world()
actors = unreal.EditorLevelLibrary.get_all_level_actors()

# Spawn Actor
location = unreal.Vector(0, 0, 100)
rotation = unreal.Rotator(0, 0, 0)
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
    unreal.StaticMeshActor, location, rotation
)

# Set Properties
actor.set_actor_label('MyActor')
actor.set_actor_location(unreal.Vector(100, 200, 300), False, False)
actor.set_actor_rotation(unreal.Rotator(0, 45, 0), False)

# Static Mesh Component
mesh_component = actor.static_mesh_component
mesh_component.set_static_mesh(
    unreal.load_asset('/Game/Meshes/MyMesh')
)

# Material Assignment
material = unreal.load_asset('/Game/Materials/MyMaterial')
mesh_component.set_material(0, material)

Asset Management

# Create Asset
factory = unreal.MaterialFactoryNew()
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
new_material = asset_tools.create_asset(
    'M_NewMaterial',
    '/Game/Materials',
    unreal.Material,
    factory
)

# Import Asset
import_task = unreal.AssetImportTask()
import_task.filename = 'C:/path/to/texture.png'
import_task.destination_path = '/Game/Textures'
import_task.automated = True
import_task.save = True
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([import_task])

# Generate LODs for Static Mesh
mesh = unreal.load_asset('/Game/Meshes/MyMesh')
options = unreal.EditorStaticMeshLibrary.generate_lod(mesh, 3)

# Save All
unreal.EditorAssetLibrary.save_loaded_assets([new_material])

Level Operations

# Load Level
unreal.EditorLevelLibrary.load_level('/Game/Maps/MyLevel')

# Save Current Level
unreal.EditorLevelLibrary.save_current_level()

# Get Level Actors by Class
lights = unreal.EditorFilterLibrary.by_class(
    unreal.EditorLevelLibrary.get_all_level_actors(),
    unreal.PointLight
)

# Duplicate Actors
duplicates = unreal.EditorLevelLibrary.duplicate_actors(
    [actor1, actor2],
    to_level_duplicate=False
)

# Delete Actors
unreal.EditorLevelLibrary.destroy_actors([actor])

Blueprint Creation via Python

# Create Blueprint
factory = unreal.BlueprintFactory()
factory.set_editor_property('parent_class', unreal.Actor)

asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
blueprint = asset_tools.create_asset(
    'BP_MyActor',
    '/Game/Blueprints',
    unreal.Blueprint,
    factory
)

# Add Component
unreal.BlueprintEditorLibrary.add_component(
    blueprint,
    unreal.StaticMeshComponent
)

# Compile Blueprint
unreal.BlueprintEditorLibrary.compile_blueprint(blueprint)

# Spawn Blueprint Actor
bp_class = unreal.load_class(None, '/Game/Blueprints/BP_MyActor.BP_MyActor_C')
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
    bp_class, unreal.Vector(0,0,0), unreal.Rotator(0,0,0)
)

Editor Utility Widgets

Create custom Editor tools with Python + Blueprints:

# Execute Python from Editor Utility Widget
# Use "Execute Python Command" node in Blueprint

# Example: Batch rename selected assets
import unreal

assets = unreal.EditorUtilityLibrary.get_selected_assets()
for asset in assets:
    old_name = asset.get_name()
    new_name = 'SM_' + old_name  # Add prefix
    unreal.EditorAssetLibrary.rename_asset(
        asset.get_path_name(),
        asset.get_path_name().replace(old_name, new_name)
    )

Coordinate System & Units

Axis Direction Notes
X Forward (Red) Positive = Forward
Y Right (Green) Positive = Right
Z Up (Blue) Positive = Up

Units: 1 Unreal Unit = 1 centimeter

Rotation: Pitch (Y), Yaw (Z), Roll (X) in degrees


Common Workflows

1. Procedural Level Generation

import unreal
import random

def spawn_grid(mesh_path, rows, cols, spacing):
    mesh = unreal.load_asset(mesh_path)
    for x in range(rows):
        for y in range(cols):
            loc = unreal.Vector(x * spacing, y * spacing, 0)
            actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
                unreal.StaticMeshActor, loc, unreal.Rotator(0,0,0)
            )
            actor.static_mesh_component.set_static_mesh(mesh)
            # Random rotation
            actor.set_actor_rotation(
                unreal.Rotator(0, random.uniform(0, 360), 0), False
            )

2. Batch Material Assignment

import unreal

def assign_material_to_selection(material_path):
    material = unreal.load_asset(material_path)
    actors = unreal.EditorLevelLibrary.get_selected_level_actors()
    
    for actor in actors:
        components = actor.get_components_by_class(unreal.StaticMeshComponent)
        for comp in components:
            for i in range(comp.get_num_materials()):
                comp.set_material(i, material)

3. Export Level Data

import unreal
import json

def export_level_to_json(output_path):
    actors = unreal.EditorLevelLibrary.get_all_level_actors()
    data = []
    
    for actor in actors:
        actor_data = {
            'name': actor.get_actor_label(),
            'class': actor.get_class().get_name(),
            'location': [
                actor.get_actor_location().x,
                actor.get_actor_location().y,
                actor.get_actor_location().z
            ],
            'rotation': [
                actor.get_actor_rotation().pitch,
                actor.get_actor_rotation().yaw,
                actor.get_actor_rotation().roll
            ]
        }
        data.append(actor_data)
    
    with open(output_path, 'w') as f:
        json.dump(data, f, indent=2)

Verification Checklist

Before completing any task:

  • Python scripts execute without errors in Unreal Console
  • Assets are saved after creation/modification
  • Blueprint compiles successfully if modified
  • Level saves after actor changes
  • MCP connection verified if using remote execution
  • Screenshots captured for visual verification when relevant

Troubleshooting

MCP Connection Issues

  1. Verify Python Editor Script Plugin is enabled
  2. Verify Remote Execution is enabled in Project Settings
  3. Try bind address 0.0.0.0 instead of 127.0.0.1
  4. Restart Unreal Editor completely
  5. Kill any zombie Node.js processes

Python Script Errors

  1. Check Output Log for Python exceptions
  2. Verify asset paths use /Game/ prefix
  3. Ensure assets are loaded before access
  4. Use unreal.load_asset() or unreal.load_class() as needed

Blueprint Compilation Failures

  1. Check Message Log for BP errors
  2. Verify parent class compatibility
  3. Ensure all required pins are connected
  4. Save and recompile after node changes

Resources