{ "listing": { "skills": [ { "path": "skills/create-toolset/SKILL.md", "name": "create-toolset", "description": "Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with `ToolsetRegistry` and exposed through the unreal-mcp server. Trigger when the user wants to add, expose, or register a new tool method, create a new toolset, or extend an existing one such as `BlueprintTools`, `StaticMeshTools`, `ObjectTools`, `LevelTools`, or `MaterialTools`. Concrete triggers: 'add a tool to X', 'expose this via MCP', 'register a function so Claude/the agent can call it', 'wire this into the toolset registry', 'create a new toolset for Y', 'add a Python toolset', 'make this AI-callable'; adding a `static` method to a `*Tools.cpp/.h/.py` file; editing files under a `Toolsets/` folder; designing tool parameters, return types, or struct schemas for a toolset. SKIP for: invoking existing tools at runtime (use unreal-mcp instead), authoring an Agent Skill (use unreal-skill), generic refactors that happen to touch a toolset file but don't add or redesign a tool, or unrelated uses of the word 'toolset'.", "files": { "skills/create-toolset/SKILL.md": "e9d050087f36de51f7eeef49adb0ba9ebc603b65f74f475bc53a6debfc1f7b1c" } }, { "path": "skills/unreal-mcp/SKILL.md", "name": "unreal-mcp", "description": "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\".", "files": { "skills/unreal-mcp/SKILL.md": "7ef8b991a82f591c5776bb5fa167c2bc2269fd00338ed3e8534eacc551d038fa", "skills/unreal-mcp/references/operations.md": "dbed002b4a46ab104274a31eb6682c3d277ce669216d0378df709f51567c3113", "skills/unreal-mcp/references/setup.md": "bd16206ea142dc9cc1950b88af526a3137072ea152c5662e8549d21bc18a3b8a" } }, { "path": "skills/unreal-skill/SKILL.md", "name": "unreal-skill", "description": "Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under `.claude/skills/` or `~/.claude/skills/`, or generic uses of the word 'skill'.", "files": { "skills/unreal-skill/SKILL.md": "7a0af781c458c7d192d6b23c16b5737922dc482470e2e4ef617bcda80f435087" } } ], "hooks": [ { "path": "hooks/hooks.json", "sha256": "259124f0631b7d4b92e9e744003e8798b910c00dac201656b97906b3b5ebdc0c", "event": "SessionStart", "matcher": "startup|resume|clear", "declaration": { "type": "command", "command": "bash ${CLAUDE_PLUGIN_ROOT}/hooks/unreal-context.sh", "timeout": 5 }, "executed": false } ], "executions": [] } }