EpicGames / unreal-engine-skills-for-claude-code-plugin
git clone https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git
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Claude Code plugin that drives the Unreal Editor over MCP, exposing hundreds of tools across 30+ toolsets via ToolsetRegistry.
Why you might care
Lets Claude Code create and edit Unreal assets and actors (blueprints, materials, Niagara, Control Rigs, Sequencer, widgets, GAS) directly in a running editor instead of relying on manual steps. Requires the ModelContextProtocol and AllToolsets plugins and an editor with the MCP server started; the SessionStart hook needs bash on PATH, so Windows users need Git Bash or WSL.
Star history (as recorded here)
Seen on GitHub Trending
- 2026-10-22 — #3 daily in shell · +86 ★
- 2026-10-22 — #6 monthly in shell · +1,256 ★
- 2026-10-22 — #1 weekly in shell · +1,011 ★
- 2026-10-21 — #2 daily in shell · +171 ★
- 2026-10-21 — #7 monthly in shell · +1,180 ★
- 2026-10-21 — #2 weekly in shell · +902 ★
- 2026-10-20 — #2 daily in shell · +340 ★
- 2026-10-20 — #7 monthly in shell · +1,009 ★
- 2026-10-20 — #2 weekly in shell · +774 ★
Links
- GitHub: github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin
- Releases · Issues · Hacker News mentions
README excerpt
# 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
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:
[code]
If the official marketplace is not present, add it first, then run the install command above:
[code]
### 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:
[code]
## 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-prox
Blurb generated by claude-haiku-5-5 1d ago. Star deltas marked ~ are extrapolated from partial history.