setup-unreal

Inspects Unreal Engine projects and proposes a pinned local MCP adapter with rollback.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill setup-unreal-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: setup-unreal
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio-unreal/skills/setup-unreal
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill setup-unreal-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up editor automation for Unreal Engine requires choosing a compatible MCP adapter, pinning exact versions, and understanding high-risk permissions. This Skill inspects your project and produces a verified, reversible installation plan instead of ad-hoc manual configuration. ## Core Features & Use Cases - Project Inspection: Runs a doctor check on the .uproject file, engine association, source versus Blueprint type, toolchain, OS/architecture, GPU screenshot capability, disk space, and existing plugins. - Pinned Adapter Proposal: Defaults to the Apache-2.0 IvanMurzak/Unreal-MCP at an immutable commit, with GenOrca/unreal-mcp as a selectable alternative via --provider. - Digest-Confirmed Apply: Generates a plan JSON with exact actions, licenses, RCE-class risk disclosures, backups, and rollback; applies only after the user repeats the displayed digest verbatim. - Use Case: A developer wants AI-driven editor control of an Unreal project. The Skill inspects the project, proposes one compatible adapter with exact pins, waits for digest confirmation, applies the plan, and verifies with a read-only ping. ## Quick Start Use the setup-unreal skill to inspect my Unreal project and propose one compatible pinned MCP adapter with its permissions and rollback plan.

Frequently Asked Questions about setup-unreal

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up an Unreal MCP server for editor automation?

Run the doctor inspection on your .uproject, then generate a plan with pack plan unreal --project <root> --output <plan.json>. Review the disclosed permissions and risks, repeat the displayed digest verbatim, and apply with pack apply using the confirmed digest.

IvanMurzak/Unreal-MCP vs GenOrca/unreal-mcp, which should I use?

IvanMurzak/Unreal-MCP is the default, pinned at an immutable descriptor commit under the Apache-2.0 license. GenOrca/unreal-mcp is a selectable alternative chosen only by passing --provider GenOrca/unreal-mcp to the plan command.

Can I run two Unreal MCP adapters at the same time?

No, only one Unreal MCP adapter may be active at a time. Replacing an adapter requires its own confirmed plan, and rolling back to a previous adapter also requires a separate confirmed plan.

What permissions does Unreal editor automation require?

Editor control can execute console commands, reflection calls, Python, and project writes, making it high-trust local automation with RCE-class risk. It must not ship enabled in a production game, and all risks are disclosed before digest confirmation.

How is the Unreal MCP setup verified after installation?

Verification runs pack doctor, checks plugin load evidence, and performs a read-only ping against the server. The editor is never opened or mutated merely to prove the setup works.