skills/ue5-editor-control/SKILL.md
Control Unreal Engine 5 editor via HTTP commands. Spawn/delete/transform actors, manage blueprints, materials, animation blueprints, and any UObject property via reflection. Use when the user asks to create, modify, or query anything in UE5 editor, or mentions UE5, Unreal, actors, blueprints, levels, materials, animation, input, or characters.
npx skillsauth add 1103837067/ue5-editor-control ue5-editor-controlInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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HTTP API for the UE5 editor. Plugin UE5AIAssistant runs on localhost:58080.
Every time you need to use this skill, start here:
curl -s --max-time 3 http://localhost:58080/api/ping
"success": true → Skip to Quick Start belowAsk the user: "你的 UE5 项目路径是什么?"
Or auto-detect (look for .uproject files):
# macOS common locations
find ~/Documents ~/Desktop ~/Projects ~/codeprojects -maxdepth 3 -name "*.uproject" 2>/dev/null
Save the project path for later use.
# Check if plugin exists in the UE5 project
test -f "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/UE5AIAssistant.uplugin" && echo "INSTALLED" || echo "NOT INSTALLED"
INSTALLED → Tell user: "插件已安装,请打开 UE5 编辑器然后告诉我"NOT INSTALLED → Continue to Step 4Option A — Download prebuilt binary (recommended, no C++ required):
bash scripts/install.sh "<UE5_PROJECT_PATH>"
If this fails (no releases published yet), fall back to Option B.
Option B — Copy source code (requires UE5 C++ compilation):
The skill's GitHub repo contains the C++ source. Clone and copy:
# Clone the repo (if not already available)
git clone https://github.com/1103837067/ue5-editor-control.git /tmp/ue5-editor-control
# Copy plugin source to UE5 project
mkdir -p "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant"
cp -r /tmp/ue5-editor-control/Source "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/"
cp /tmp/ue5-editor-control/UE5AIAssistant.uplugin "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/"
Then tell user: "插件已复制到项目中。请打开 UE5 编辑器,它会自动编译插件。打开后告诉我。"
curl -s --max-time 3 http://localhost:58080/api/ping
If still failing, tell user to check:
| Requirement | Detail | |-------------|--------| | UE5 | 5.4+ installed and project created | | OS | macOS / Windows / Linux | | curl | Pre-installed on macOS/Linux; Git Bash on Windows | | UE5 Editor | Must be running with plugin enabled | | C++ (Option B only) | Only if no prebuilt binary available for your platform |
# Execute command (preferred for complex JSON)
curl -s -X POST -H "Content-Type: application/json" \
-d '{"command":"get_actors_in_level","args":{}}' \
http://localhost:58080/api/execute
# Simple commands via helper
bash scripts/ue5cmd.sh exec get_actors_in_level '{}'
Response: { "success": true|false, "data": {...}|null, "error": "..."|null }
batch_executelist_functions firstpins arraycompile_blueprint after editingue5cmd.sh for complex JSON — use curl directlyBased on the user's task, read only the relevant module file for detailed commands, parameters, and workflows:
| User wants to... | Read this file | |---|---| | Work with actors (spawn, delete, transform, properties) | references/actor.md | | Build blueprint structure & logic (create BP, variables, functions, nodes, batch_execute) | references/blueprint.md | | Create materials (expressions, connections, apply) | references/material.md | | Build animation blueprints (state machines, states, transitions) | references/animation.md | | Access any property via reflection, manage assets (create/read/write) | references/property.md | | Set up Enhanced Input, configure character movement, build end-to-end characters | references/input-character.md |
Rules:
| Category | Commands | Count |
|---|---|---|
| Actor | get_actors_in_level, find_actors_by_name, get_selected_actors, spawn_actor, delete_actor, set_actor_transform, get_actor_properties, set_actor_property, attach_actor, detach_actor | 10 |
| Blueprint Structure | create_blueprint, compile_blueprint, read_blueprint_content, create_variable, add_component_to_blueprint, create_function, add_function_parameter, create_event_dispatcher, create_blueprint_interface, implement_interface, add_widget_child | 11 |
| Blueprint Discovery | list_node_types, list_blueprint_classes, list_functions | 3 |
| Blueprint Nodes | add_node, connect_nodes, remove_node, get_node_pins, set_pin_default, batch_execute, add_pin, auto_layout_graph | 8 |
| Material | create_material, add_material_expression, connect_material_expressions, apply_material_to_actor, get_available_materials | 5 |
| Asset | search_assets, get_assets_by_class, get_asset_details | 3 |
| Editor | focus_viewport, get_current_level_info, save_all, get_project_settings, set_project_setting, get_world_settings, set_world_setting | 7 |
| Animation | create_anim_blueprint, get_anim_blueprint_info, add_anim_state_machine, add_anim_state, add_anim_transition, set_anim_state_animation, compile_anim_blueprint | 7 |
| Generic Reflection | list_components, list_properties, get_component_property, set_component_property, create_asset, get_asset_property, set_asset_property, call_function, get_object, modify_array_property, execute_python | 11 |
| Error pattern | Fix |
|---|---|
| "not found" | Use discovery commands (find_actors_by_name, search_assets, list_functions, list_node_types, list_properties) |
| "Pin 'xxx' not found" | Error response lists all available pins — use the correct name |
| compile_blueprint diagnostics | Read references/blueprint.md error handling section |
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