setup-unreal

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

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill setup-unreal-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: setup-unreal
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio-unreal/skills/setup-unreal
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill setup-unreal-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up editor automation for Unreal Engine involves choosing between multiple MCP adapters, verifying toolchain compatibility, and managing high-trust permissions that can execute console commands, Python, and project writes. This Skill inspects the project environment and produces a confirmed, reversible setup plan instead of silently installing components. ## Core Features & Use Cases - Environment Inspection: Reads the .uproject file, engine association, source versus Blueprint project type, installed toolchain, OS/architecture, GPU screenshot capability, disk needs, and any existing Unreal MCP host. - Pinned Adapter Selection: Defaults to the Apache-2.0 IvanMurzak/Unreal-MCP at an immutable descriptor commit, with GenOrca/unreal-mcp as a selectable alternative via --provider. - Digest-Confirmed Apply: Generates a plan with exact actions, licenses, permissions, RCE-class risks, backups, and rollback operations, then applies only after the user repeats the displayed digest verbatim. - Use Case: A developer wants AI-driven control of their Unreal editor. The Skill inspects the project, proposes one compatible adapter with verified SHA-256 server binaries, waits for digest confirmation, applies the plan, and verifies with a read-only ping without mutating the editor. ## Quick Start Use the setup-unreal skill to inspect this 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 Engine MCP server for editor automation?

Run the environment inspection, then generate a plan with pack plan unreal --project <root> --output <plan.json>. Review the displayed actions, permissions, and rollback steps, repeat the digest verbatim, and apply with pack apply using the confirmed digest.

IvanMurzak/Unreal-MCP vs GenOrca/unreal-mcp, which adapter 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 during plan creation.

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

No, only one Unreal MCP 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 permissions are disclosed before confirmation.

Does the setup process modify my Unreal project automatically?

No changes occur until you repeat the displayed digest verbatim. Verification after applying uses pack doctor, plugin load evidence, and a read-only ping, and it never opens or mutates the editor merely to prove setup.