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Unreal Engine Skills for Codex

ChatGPT plugin

Create and edit Unreal games

View in ChatGPT directory

Connect to a running Unreal Editor to inspect levels and assets, edit Blueprints and materials, and create or maintain Unreal Agent Skills as Python classes or UAssets. Requires an engine build with ModelContextProtocol and the relevant toolset plugins. Local desktop or CLI use; no Unreal Engine binaries are included.

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Rank by placement

#5135of 8,79342places down24h116places down7d
#4,674#4,995#5,316#5,637#5,958Sep 27Oct 3Oct 9Oct 15Oct 21Oct 26

Rank in Productivity

#1094of 2,14623places down24h46places down7d
#925#1,035#1,145#1,255Sep 27Oct 3Oct 9Oct 15Oct 21Oct 26

In its category

How this plugin compares with others in the same category. Positions are counted within the category, not across the whole directory.

Productivity1,094th of 2,146 by placement
#PluginPosition7d
1092HSCBot#513332places up
1093Sermon Scribe#513454places up
1094Unreal Engine Skills for CodexThis page#5135116places down
1095X4◇M8§Q7·V3_Z9∆K6#513835places up
1096Talamus Memory#514335places up

All 2,146 Productivity plugins

Example prompts

  • “List actors in my current Unreal level.”
  • “Inspect the selected Blueprint and report compilation errors.”
  • “Add a cube beside PlayerStart in my test level.”

Skills

  • unreal-mcp

    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".

  • unreal-skill

    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 Codex's client-side 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 Codex 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, invoking an existing skill at runtime (use unreal-mcp), editing client-side Codex skills, or generic uses of the word 'skill'.

Categories
Made by
Epic Games · Website
Sign-in
On Install
Capabilities
Read, Write
Availability
Available
Version
0.1.7
Keywords
unreal-engine, mcp, game-development, blueprints, editor
Created
September 23, 2026
More info
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