ue5-plugin-dev

Guides adding C++ TCP commands and Python MCP tools to the UE Audio MCP plugin.

6|2|Updated Feb 6, 2026
One-click install
npx skills add https://github.com/koshimazaki/UE-AUDIO-MCP --skill ue5-plugin-dev-koshimazaki
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue5-plugin-dev
Source: https://github.com/koshimazaki/UE-AUDIO-MCP/tree/main/.claude/skills/ue5-plugin-dev
Command: npx skills add https://github.com/koshimazaki/UE-AUDIO-MCP --skill ue5-plugin-dev-koshimazaki

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Adding a new command to the UE Audio MCP plugin requires touching six files across C++ headers, implementations, build configuration, command registration, Python tool wrappers, and tests, and missing any one of them breaks the build or leaves the command unreachable. ## Core Features & Use Cases - Six-File Checklist: Walks through declaring the command class in the correct group header, implementing Execute() with JSON param validation, updating Build.cs dependencies, registering in UEAudioMCPModule.cpp, writing the Python MCP tool wrapper, and adding pytest coverage. - UE 5.7 Gotchas & Security Rules: Documents engine-specific pitfalls (UE_LOG format validation, SpawnActor FTransform overloads, GEditor null checks) and enforces path validation (/Game/ prefix, no traversal) plus localhost-only TCP constraints. - Use Case: You want to expose a new MetaSounds operation to MCP clients. Follow the checklist to add the C++ command, register it in the dispatcher, wrap it as a Python tool with shared _ok/_error helpers, and verify with pytest and the plugin build script. ## Quick Start Add a new command named set_reverb_send that routes a MetaSounds output to a Wwise reverb bus, following the six-file checklist.

Frequently Asked Questions about ue5-plugin-dev

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

FAQPage Schema
How do I add a new command to a UE5 MCP plugin?

Follow the six-file checklist: declare the command class in the appropriate group header, implement Execute() with JSON parameter validation, update Build.cs if new modules are needed, register the command in UEAudioMCPModule.cpp, write a Python MCP tool wrapper, and add pytest tests.

How do I wrap a C++ TCP command as a Python MCP tool?

Create a function decorated with @mcp.tool() that validates inputs with _validate_asset_path, sends the command via get_ue5_connection().send_command(), and returns results using the shared _ok and _error helpers. Register new modules in server.py with an import.

What UE 5.7 pitfalls should I avoid when writing plugin commands?

UE_LOG format strings are strictly validated, so avoid %s with complex expressions. Use the FTransform overload of World->SpawnActor rather than FVector/FRotator pointers, and always verify GEditor is non-null before accessing the editor world.

Why does my UE plugin build fail with 'Action graph is invalid'?

This error usually indicates stale intermediate build files or a corrupted precompiled header. Run the build script with the --clean flag to remove the Intermediate directory and force a full recompile, and close the UE Editor first since locked dylibs block compilation.

What security rules apply to asset paths in UE MCP commands?

Asset paths must start with /Game/ or /Engine/ and must reject any path containing '..' traversal sequences. TCP connections are restricted to localhost (127.0.0.1) with a 16MB maximum message size, and Blueprint function names must appear in an allowlist.