EpicGames/unreal-engine-skills-for-claude-code-plugin

▲ 104 stars today★ 490⑂ 65

About EpicGames/unreal-engine-skills-for-claude-code-plugin

EpicGames/unreal-engine-skills-for-claude-code-plugin is an open-source project on GitHub, mainly written in Shell. It currently holds 490 stars and 65 forks with 7 open issues, and was last pushed on 2026-09-17 (repository created 2026-06-08).

Project Overview

Git Homed tracks it on the Today's Trending board, currently at rank #41 with 104 new stars today.

GitHub Repository Details

Repository EpicGames/unreal-engine-skills-for-claude-code-plugin · default branch main · size 97 KB · watchers 11 · source: GitHub REST API and repository README

README

Unreal Engine Skills for Claude Code

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 testing, and more.

Contents

Skills

Hooks

Prerequisites

1. Unreal Editor with the ModelContextProtocol and AllToolsets plugins enabled (AllToolsets provides the tools; the server exposes none without it) 2. Editor running to execute tools, with the MCP server started. Run ModelContextProtocol.StartServer, or enable bAutoStartServer through skills/unreal-mcp/references/setup.md. The optional proxy can keep the client connection open while the editor is stopped. 3. A bash shell on PATH - required for the SessionStart hook (see Platform Support)

Platform Support

Supported: macOS, Linux, and Windows via Git Bash or WSL.

The SessionStart hook is a bash script (hooks/unreal-context.sh) invoked by hooks/hooks.json as bash ${CLAUDE_PLUGIN_ROOT}/hooks/unreal-context.sh. It requires a working bash on PATH:

Installation

This plugin is published in Anthropic's official Claude Code plugin marketplace, claude-plugins-official, which is available automatically when you start Claude Code. Browse it at claude.com/plugins or in the Discover tab of the /plugin panel.

Install for a single developer

In Claude Code:

/plugin install unreal-engine-skills-for-claude-code@claude-plugins-official

If the official marketplace is not present, add it first, then run the install command above:

/plugin marketplace add anthropics/claude-plugins-official

Install for a team

Commit this to .claude/settings.json in the project that should use the plugin. Anyone who trusts the project folder is prompted to install it automatically:

{
  "enabledPlugins": {
    "unreal-engine-skills-for-claude-code@claude-plugins-official": true
  }
}

Verification

1. Launch Unreal Editor, then run ModelContextProtocol.StartServer in the console to start the MCP server. 2. Check the Output Log for MCP server startup messages. 3. In Claude Code, run /plugin. The Installed tab should list unreal-engine-skills-for-claude-code as enabled. This confirms the plugin itself (skills, hooks) is loaded. 4. Run /mcp. Check for unreal-mcp, or unreal-mcp-proxy if you installed the proxy. A connected proxy does not prove that Unreal is reachable. 5. Try: "List all actors in the current level".

Configuration

The default port is 8000 with URL path /mcp. If the port is in use, run ModelContextProtocol.StartServer in the console with a different port number.

Note: This plugin does not ship a static .mcp.json file. Run ModelContextProtocol.GenerateClientConfig ClaudeCode in the editor console to generate it from the current server port and URL; re-run after changing either.

Optional proxy for editor recovery

If your engine build includes Engine/Plugins/Experimental/ModelContextProtocol/Extras/Proxy, you can use its unreal_mcp_proxy executable.

The proxy keeps the client-facing MCP session open while Unreal is unavailable and reconnects when Unreal starts again. It stores Unreal's native tool catalog as a temporary fallback. Cached tools do not prove that live calls can succeed. Without a cache, it exposes only unreal_mcp_status until the client fetches the recovered catalog.

See proxy setup for platform binaries and installation commands. See proxy recovery for status, cached catalogs, and connection failures.

Tool search is enabled by default: the MCP server exposes three meta-tools (list_toolsets, describe_toolset, call_tool) instead of the full tool catalog, so Claude discovers toolsets on demand, the prompt cache stays warm, and discovered tools are callable on the same turn through call_tool. Toggle with the bEnableToolSearch setting in [/Script/ModelContextProtocolEngine.ModelContextProtocolSettings]; when disabled, every tool is registered upfront (path used by the hash-mapping commandlet). The model-facing usage contract lives in skills/unreal-mcp/SKILL.md.

Security

Installing this plugin gives Claude broad, live access to the running Unreal Editor. Treat that access the same way you would treat running arbitrary code from an assistant, because in practice it is.

Localhost is not a trust boundary. The MCP server binds to localhost:8000 with origin validation. Origin validation protects against a browser tab talking to the server, but any process running as the same user on the same machine can connect. Do not run the MCP server on shared or untrusted machines, and do not expose the port outside the loopback interface.

ProgrammaticToolset.execute_tool_script executes arbitrary Python inside the editor process. That script has full access to every toolset API, the project on disk, the asset database, and editor-privileged functions. Treat every invocation as a privileged operation that can mutate, move, or delete project content, and expect it to succeed without a second confirmation when approvals are disabled.

--dangerously-skip-permissions removes the per-tool approval gate. In that mode Claude can drive the editor and run Python through execute_tool_script with no further consent. A bad prompt in that mode can reach into the project and modify a large amount of state before you notice. Prefer not to run Claude Code with --dangerously-skip-permissions while this plugin is loaded; if you do, keep the blast radius small (narrow prompts, read-heavy tasks, a throwaway sandbox project).

Source-control hygiene. MCP tools edit live UObject state and can mutate, move, or delete VCS-tracked assets in a single call. Save and commit (or shelve) before any long MCP-driven session so the working copy is recoverable if Claude produces an unexpected result. Review the diff before submitting.

What's Available

All tools are auto-discovered by Claude Code via MCP. No manual configuration needed. Tools cover the full editor surface across these domains:

GitHub Stars & Activity

490Stars
65Forks
7Open issues
ShellLanguage

GitHub Popularity

GitHub stars490
Forks65
Open issues7
Primary languageShell
LicenseMIT
Stars gained today104
Created2026-06-08
Last pushed2026-09-17

Trending History

Daily boardrank #41 · ▲ 104 stars

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