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unreal engine skills for claude code

by EpicGames · Updated

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.

At a glance

unreal-engine-skills-for-claude-code is an Agent Skill by EpicGames in the Coding & Engineering category. In Claude Code it installs with `/plugin install unreal-engine-skills-for-claude-code@claude-plugins-official` after adding the anthropics/claude-plugins-official marketplace; other assistants use its SKILL.md instructions as rules. Its source repository has 1,721 GitHub stars (as of Oct 28, 2026).

Source 1.7kGitHub stars

How to install unreal engine skills for claude code in your AI client

Setup for Claude Code, Claude Desktop, Cursor, Codex, Windsurf, Cline and VS Code — copy-paste ready.

How to install unreal engine skills for claude code in Claude CodeAnthropic's agentic CLI

  1. Add the marketplace

    claude
    /plugin marketplace add anthropics/claude-plugins-official
  2. Install the skill

    claude
    /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official
  3. Use it

    These are slash commands for a Claude Code session, not your shell. Claude auto-invokes the skill when your request matches its description — or type its slash command if it exposes one.

Documentation

Full 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

  • `unreal-mcp` (skills/unreal-mcp) - instructions and workflows for driving the Unreal Editor via MCP.

Hooks

  • SessionStart (hooks/unreal-context.sh) - injects a short note identifying the repo as an Unreal Engine project so Claude defaults to UE conventions (C++/UObject, Slate, UHT) and prefers the unreal-mcp skill. Runs on startup, resume, and clear.

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:

  • macOS / Linux: works out of the box.
  • Windows: install Git for Windows (provides Git Bash) or run Claude Code under WSL. Native PowerShell without one of those does not have bash on PATH, and the hook will not run. The plugin's MCP tools still work; you just lose the short project-context note the hook injects at session start. There is no separate PowerShell companion script today.

Installation

Excerpt — the full document is on GitHub.

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