unreal-engine-developer by aiskillstore
Expert Unreal Engine 5 developer and technical artist for complete game development via agentic coding. Enables AI-driven control of Unreal Editor through MCP, Python scripting, Blueprints, and C++ for level design, asset management, gameplay programming, and visual development.
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Updated Jan 19, 2026, 04:39 AM
Why Use This
This skill provides specialized capabilities for aiskillstore's codebase.
Use Cases
- Developing new features in the aiskillstore repository
- Refactoring existing code to follow aiskillstore standards
- Understanding and working with aiskillstore's codebase structure
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---
name: unreal-engine-developer
description: Expert Unreal Engine 5 developer and technical artist for complete game development via agentic coding. Enables AI-driven control of Unreal Editor through MCP, Python scripting, Blueprints, and C++ for level design, asset management, gameplay programming, and visual development.
---
# Unreal Engine Developer & Technical Artist
## Overview
This skill enables complete game development in Unreal Engine 5 through agentic coding. It provides expertise in:
- **MCP Integration** - Control Unreal Editor via Model Context Protocol
- **Python Automation** - Editor scripting and pipeline automation
- **Blueprint Development** - Visual scripting and node graph manipulation
- **C++ Programming** - Engine extension and gameplay systems
- **Technical Art** - Materials, shaders, VFX, and procedural content
- **Level Design** - World building, lighting, and environment art
## MCP Server Setup
### Option 1: runreal/unreal-mcp (Recommended - No Plugin Required)
Uses Unreal's built-in Python Remote Execution. Supports full Unreal Python API.
**Prerequisites:**
- Unreal Engine 5.4+
- Node.js with npx
**Unreal Editor Setup:**
1. Edit → Plugins → Enable "Python Editor Script Plugin"
2. Edit → Project Settings → Search "Python" → Enable "Remote Execution"
3. Restart Editor
**MCP Client Config:**
```json
{
"mcpServers": {
"unreal": {
"command": "npx",
"args": ["-y", "@runreal/unreal-mcp"]
}
}
}
```
**Available Tools:**
| Tool | Description |
|------|-------------|
| `editor_run_python` | Execute any Python within Unreal Editor |
| `editor_list_assets` | List all Unreal assets |
| `editor_export_asset` | Export asset to text |
| `editor_get_asset_info` | Get asset info including LOD levels |
| `editor_search_assets` | Search assets by name/path/class |
| `editor_get_world_outliner` | Get all actors with properties |
| `editor_create_object` | Create new actor in world |
| `editor_update_object` | Update existing actor |
| `editor_delete_object` | Delete actor from world |
| `editor_console_command` | Run console command |
| `editor_take_screenshot` | Capture viewport screenshot |
| `editor_move_camera` | Position viewport camera |
### Option 2: chongdashu/unreal-mcp (Plugin-Based)
Provides deeper Blueprint and node graph control via C++ plugin.
**Prerequisites:**
- Unreal Engine 5.5+
- Python 3.12+
- uv package manager
**Installation:**
1. Copy `MCPGameProject/Plugins/UnrealMCP` to your project's Plugins folder
2. Generate Visual Studio project files
3. Build project with plugin
**MCP Client Config:**
```json
{
"mcpServers": {
"unrealMCP": {
"command": "uv",
"args": [
"--directory",
"<path/to/Python>",
"run",
"unreal_mcp_server.py"
]
}
}
}
```
**Additional Capabilities:**
- Create Blueprint classes with custom components
- Add and configure components (mesh, camera, light)
- Manipulate Blueprint node graphs
- Add event nodes (BeginPlay, Tick)
- Create function call nodes and connect them
- Add variables with types and defaults
---
## Python Scripting Reference
### Enable Python in Unreal
1. Edit → Plugins → Enable "Python Editor Script Plugin"
2. Edit → Plugins → Enable "Editor Scripting Utilities"
3. Restart Editor
Unreal embeds Python 3.11.8 - no separate installation needed.
### Core API Patterns
```python
import unreal
# Asset Registry
asset_registry = unreal.AssetRegistryHelpers.get_asset_registry()
assets = asset_registry.get_assets_by_path('/Game/MyFolder', recursive=True)
# Editor Utility
editor_util = unreal.EditorUtilityLibrary()
selected_assets = editor_util.get_selected_assets()
# Actor Operations
world = unreal.EditorLevelLibrary.get_editor_world()
actors = unreal.EditorLevelLibrary.get_all_level_actors()
# Spawn Actor
location = unreal.Vector(0, 0, 100)
rotation = unreal.Rotator(0, 0, 0)
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.StaticMeshActor, location, rotation
)
# Set Properties
actor.set_actor_label('MyActor')
actor.set_actor_location(unreal.Vector(100, 200, 300), False, False)
actor.set_actor_rotation(unreal.Rotator(0, 45, 0), False)
# Static Mesh Component
mesh_component = actor.static_mesh_component
mesh_component.set_static_mesh(
unreal.load_asset('/Game/Meshes/MyMesh')
)
# Material Assignment
material = unreal.load_asset('/Game/Materials/MyMaterial')
mesh_component.set_material(0, material)
```
### Asset Management
```python
# Create Asset
factory = unreal.MaterialFactoryNew()
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
new_material = asset_tools.create_asset(
'M_NewMaterial',
'/Game/Materials',
unreal.Material,
factory
)
# Import Asset
import_task = unreal.AssetImportTask()
import_task.filename = 'C:/path/to/texture.png'
import_task.destination_path = '/Game/Textures'
import_task.automated = True
import_task.save = True
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([import_task])
# Generate LODs for Static Mesh
mesh = unreal.load_asset('/Game/Meshes/MyMesh')
options = unreal.EditorStaticMeshLibrary.generate_lod(mesh, 3)
# Save All
unreal.EditorAssetLibrary.save_loaded_assets([new_material])
```
### Level Operations
```python
# Load Level
unreal.EditorLevelLibrary.load_level('/Game/Maps/MyLevel')
# Save Current Level
unreal.EditorLevelLibrary.save_current_level()
# Get Level Actors by Class
lights = unreal.EditorFilterLibrary.by_class(
unreal.EditorLevelLibrary.get_all_level_actors(),
unreal.PointLight
)
# Duplicate Actors
duplicates = unreal.EditorLevelLibrary.duplicate_actors(
[actor1, actor2],
to_level_duplicate=False
)
# Delete Actors
unreal.EditorLevelLibrary.destroy_actors([actor])
```
### Blueprint Creation via Python
```python
# Create Blueprint
factory = unreal.BlueprintFactory()
factory.set_editor_property('parent_class', unreal.Actor)
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
blueprint = asset_tools.create_asset(
'BP_MyActor',
'/Game/Blueprints',
unreal.Blueprint,
factory
)
# Add Component
unreal.BlueprintEditorLibrary.add_component(
blueprint,
unreal.StaticMeshComponent
)
# Compile Blueprint
unreal.BlueprintEditorLibrary.compile_blueprint(blueprint)
# Spawn Blueprint Actor
bp_class = unreal.load_class(None, '/Game/Blueprints/BP_MyActor.BP_MyActor_C')
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
bp_class, unreal.Vector(0,0,0), unreal.Rotator(0,0,0)
)
```
---
## Editor Utility Widgets
Create custom Editor tools with Python + Blueprints:
```python
# Execute Python from Editor Utility Widget
# Use "Execute Python Command" node in Blueprint
# Example: Batch rename selected assets
import unreal
assets = unreal.EditorUtilityLibrary.get_selected_assets()
for asset in assets:
old_name = asset.get_name()
new_name = 'SM_' + old_name # Add prefix
unreal.EditorAssetLibrary.rename_asset(
asset.get_path_name(),
asset.get_path_name().replace(old_name, new_name)
)
```
---
## Coordinate System & Units
| Axis | Direction | Notes |
|------|-----------|-------|
| X | Forward (Red) | Positive = Forward |
| Y | Right (Green) | Positive = Right |
| Z | Up (Blue) | Positive = Up |
**Units:** 1 Unreal Unit = 1 centimeter
**Rotation:** Pitch (Y), Yaw (Z), Roll (X) in degrees
---
## Common Workflows
### 1. Procedural Level Generation
```python
import unreal
import random
def spawn_grid(mesh_path, rows, cols, spacing):
mesh = unreal.load_asset(mesh_path)
for x in range(rows):
for y in range(cols):
loc = unreal.Vector(x * spacing, y * spacing, 0)
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.StaticMeshActor, loc, unreal.Rotator(0,0,0)
)
actor.static_mesh_component.set_static_mesh(mesh)
# Random rotation
actor.set_actor_rotation(
unreal.Rotator(0, random.uniform(0, 360), 0), False
)
```
### 2. Batch Material Assignment
```python
import unreal
def assign_material_to_selection(material_path):
material = unreal.load_asset(material_path)
actors = unreal.EditorLevelLibrary.get_selected_level_actors()
for actor in actors:
components = actor.get_components_by_class(unreal.StaticMeshComponent)
for comp in components:
for i in range(comp.get_num_materials()):
comp.set_material(i, material)
```
### 3. Export Level Data
```python
import unreal
import json
def export_level_to_json(output_path):
actors = unreal.EditorLevelLibrary.get_all_level_actors()
data = []
for actor in actors:
actor_data = {
'name': actor.get_actor_label(),
'class': actor.get_class().get_name(),
'location': [
actor.get_actor_location().x,
actor.get_actor_location().y,
actor.get_actor_location().z
],
'rotation': [
actor.get_actor_rotation().pitch,
actor.get_actor_rotation().yaw,
actor.get_actor_rotation().roll
]
}
data.append(actor_data)
with open(output_path, 'w') as f:
json.dump(data, f, indent=2)
```
---
## Verification Checklist
Before completing any task:
- [ ] Python scripts execute without errors in Unreal Console
- [ ] Assets are saved after creation/modification
- [ ] Blueprint compiles successfully if modified
- [ ] Level saves after actor changes
- [ ] MCP connection verified if using remote execution
- [ ] Screenshots captured for visual verification when relevant
---
## Troubleshooting
### MCP Connection Issues
1. Verify Python Editor Script Plugin is enabled
2. Verify Remote Execution is enabled in Project Settings
3. Try bind address `0.0.0.0` instead of `127.0.0.1`
4. Restart Unreal Editor completely
5. Kill any zombie Node.js processes
### Python Script Errors
1. Check Output Log for Python exceptions
2. Verify asset paths use `/Game/` prefix
3. Ensure assets are loaded before access
4. Use `unreal.load_asset()` or `unreal.load_class()` as needed
### Blueprint Compilation Failures
1. Check Message Log for BP errors
2. Verify parent class compatibility
3. Ensure all required pins are connected
4. Save and recompile after node changes
---
## Resources
- [Unreal Python API Docs](https://docs.unrealengine.com/5.0/en-US/PythonAPI/)
- [Editor Scripting with Python](https://dev.epicgames.com/documentation/en-us/unreal-engine/scripting-the-unreal-editor-using-python)
- [runreal/unreal-mcp GitHub](https://github.com/runreal/unreal-mcp)
- [chongdashu/unreal-mcp GitHub](https://github.com/chongdashu/unreal-mcp)
- [Editor Utility Widgets](https://dev.epicgames.com/documentation/en-us/unreal-engine/editor-utility-widgets-in-unreal-engine)
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