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\".
$npx -y skills add epicgames/unreal-engine-skills-for-claude-code-plugin --skill unreal-mcpInstalls into the current project.
Run `npx skills use "https://github.com/epicgames/unreal-engine-skills-for-claude-code-plugin" --skill "epicgames/unreal-engine-skills-for-claude-code-plugin/unreal-mcp"` and follow the generated skill instructions now. Read its complete output, redirecting it to a temporary file first if necessary. Resolve relative paths from the supporting-files directory it provides.
Use the skills in "https://github.com/epicgames/unreal-engine-skills-for-claude-code-plugin" that are relevant to the current task. Run `npx skills add "https://github.com/epicgames/unreal-engine-skills-for-claude-code-plugin"` and select the relevant skills, then follow their instructions.