Agent skill
unreal-engine-developer
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.
Install this agent skill to your Project
npx add-skill https://github.com/aiskillstore/marketplace/tree/main/skills/dammianmiller/unreal-engine-developer
SKILL.md
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:
- Edit → Plugins → Enable "Python Editor Script Plugin"
- Edit → Project Settings → Search "Python" → Enable "Remote Execution"
- 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:
- Copy
MCPGameProject/Plugins/UnrealMCPto your project's Plugins folder - Generate Visual Studio project files
- 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
- Edit → Plugins → Enable "Python Editor Script Plugin"
- Edit → Plugins → Enable "Editor Scripting Utilities"
- 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
- Verify Python Editor Script Plugin is enabled
- Verify Remote Execution is enabled in Project Settings
- Try bind address
0.0.0.0instead of127.0.0.1 - Restart Unreal Editor completely
- Kill any zombie Node.js processes
Python Script Errors
- Check Output Log for Python exceptions
- Verify asset paths use
/Game/prefix - Ensure assets are loaded before access
- Use
unreal.load_asset()orunreal.load_class()as needed
Blueprint Compilation Failures
- Check Message Log for BP errors
- Verify parent class compatibility
- Ensure all required pins are connected
- Save and recompile after node changes
Resources
Recommended Agent Skills
Expand your agent's capabilities with these related and highly-rated skills.
perigon-backend
Perigon ASP.NET Core + EF Core + Aspire conventions
perigon-agent
Pointers for Copilot/agents to apply Perigon conventions
perigon-angular
Angular 21+ standalone/Material/signal conventions for Perigon WebApp
fastapi-mastery
Comprehensive FastAPI development skill covering REST API creation, routing, request/response handling, validation, authentication, database integration, middleware, and deployment. Use when working with FastAPI projects, building APIs, implementing CRUD operations, setting up authentication/authorization, integrating databases (SQL/NoSQL), adding middleware, handling WebSockets, or deploying FastAPI applications. Triggered by requests involving .py files with FastAPI code, API endpoint creation, Pydantic models, or FastAPI-specific features.
context7-efficient
Token-efficient library documentation fetcher using Context7 MCP with 86.8% token savings through intelligent shell pipeline filtering. Fetches code examples, API references, and best practices for JavaScript, Python, Go, Rust, and other libraries. Use when users ask about library documentation, need code examples, want API usage patterns, are learning a new framework, need syntax reference, or troubleshooting with library-specific information. Triggers include questions like "Show me React hooks", "How do I use Prisma", "What's the Next.js routing syntax", or any request for library/framework documentation.
browser-use
Browser automation using Playwright MCP. Navigate websites, fill forms, click elements, take screenshots, and extract data. Use when tasks require web browsing, form submission, web scraping, UI testing, or any browser interaction.
Didn't find tool you were looking for?