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EpicGames

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

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Plugins275 estrellas37 forksShellMITActualizado today
ClaudeWave Trust Score
79/100
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  • Open-source license (MIT)
  • Actively maintained (<30d)
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Last scanned: 9/11/2026
Install as a Claude Code plugin
Method: Clone
Claude Code
/plugin marketplace add EpicGames/unreal-engine-skills-for-claude-code-plugin
/plugin install unreal-engine-skills-for-claude-code-plugin
1. Inside Claude Code, add the marketplace and install the plugin with the commands above.
2. Follow any post-install configuration from the README.
3. Restart the session if commands or hooks do not show up immediately.

3 items en este repositorio

Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with `ToolsetRegistry` and exposed through the unreal-mcp server. Trigger when the user wants to add, expose, or register a new tool method, create a new toolset, or extend an existing one such as `BlueprintTools`, `StaticMeshTools`, `ObjectTools`, `LevelTools`, or `MaterialTools`. Concrete triggers: 'add a tool to X', 'expose this via MCP', 'register a function so Claude/the agent can call it', 'wire this into the toolset registry', 'create a new toolset for Y', 'add a Python toolset', 'make this AI-callable'; adding a `static` method to a `*Tools.cpp/.h/.py` file; editing files under a `Toolsets/` folder; designing tool parameters, return types, or struct schemas for a toolset. SKIP for: invoking existing tools at runtime (use unreal-mcp instead), authoring an Agent Skill (use unreal-skill), generic refactors that happen to touch a toolset file but don't add or redesign a tool, or unrelated uses of the word 'toolset'.

Instalar

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\".

Instalar

Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under `.claude/skills/` or `~/.claude/skills/`, or generic uses of the word 'skill'.

Instalar
Casos de uso

Resumen de Plugins

README no disponible. Visita el repo en GitHub para la documentación completa.

Lo que la gente pregunta sobre unreal-engine-skills-for-claude-code-plugin

¿Qué es EpicGames/unreal-engine-skills-for-claude-code-plugin?

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EpicGames/unreal-engine-skills-for-claude-code-plugin es plugins para el ecosistema de Claude AI con 275 estrellas en GitHub.

¿Cómo se instala unreal-engine-skills-for-claude-code-plugin?

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Puedes instalar unreal-engine-skills-for-claude-code-plugin clonando el repositorio (https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin) o siguiendo las instrucciones del README en GitHub. ClaudeWave también te ofrece bloques de instalación rápida en esta misma página.

¿Es seguro usar EpicGames/unreal-engine-skills-for-claude-code-plugin?

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Nuestro agente de seguridad ha analizado EpicGames/unreal-engine-skills-for-claude-code-plugin y le ha asignado un Trust Score de 79/100 (tier: Trusted). Revisa el desglose completo de comprobaciones superadas y flags en esta página.

¿Quién mantiene EpicGames/unreal-engine-skills-for-claude-code-plugin?

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EpicGames/unreal-engine-skills-for-claude-code-plugin es mantenido por EpicGames. La última actividad registrada en GitHub es del 2026-09-10, con 3 issues abiertos.

¿Hay alternativas a unreal-engine-skills-for-claude-code-plugin?

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Sí. En ClaudeWave puedes explorar plugins similares en /categories/plugins, ordenados por popularidad o actividad reciente.

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