Agent SkillsNeverSight/learn-skills.dev › ue5-editor-control

ue5-editor-control

GitHub

通过HTTP API控制UE5编辑器,支持自动安装插件、检测连接及执行Actor管理、蓝图操作等指令。

data/skills-md/1103837067/ue5-editor-control/ue5-editor-control/SKILL.md NeverSight/learn-skills.dev

Trigger Scenarios

用户请求创建、修改或查询UE5编辑器内容 提及UE5、Unreal、Actors、Blueprints、材质或动画

Install

npx skills add NeverSight/learn-skills.dev --skill ue5-editor-control -g -y
More Options

Non-standard path

npx skills add https://github.com/NeverSight/learn-skills.dev/tree/main/data/skills-md/1103837067/ue5-editor-control/ue5-editor-control -g -y

Use without installing

npx skills use NeverSight/learn-skills.dev@ue5-editor-control

指定 Agent (Claude Code)

npx skills add NeverSight/learn-skills.dev --skill ue5-editor-control -a claude-code -g -y

安装 repo 全部 skill

npx skills add NeverSight/learn-skills.dev --all -g -y

预览 repo 内 skill

npx skills add NeverSight/learn-skills.dev --list

SKILL.md

Frontmatter
{
    "name": "ue5-editor-control",
    "license": "MIT",
    "metadata": {
        "author": "caishilong",
        "version": "1.0.0",
        "commands": "65",
        "ue5-version": "5.4+"
    },
    "description": "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.",
    "compatibility": "Requires UE5 (5.4+) editor running with UE5AIAssistant plugin enabled. macOS\/Windows\/Linux. Needs curl."
}

UE5 Editor Control

HTTP API for the UE5 editor. Plugin UE5AIAssistant runs on localhost:58080.

Auto-Setup Flow (MUST follow on first use)

Every time you need to use this skill, start here:

Step 1: Check if plugin is already running

curl -s --max-time 3 http://localhost:58080/api/ping
  • If response contains "success": trueSkip to Quick Start below
  • If connection refused / timeout → Plugin not running, continue to Step 2

Step 2: Find user's UE5 project

Ask 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.

Step 3: Check if plugin is installed in the project

# Check if plugin exists in the UE5 project
test -f "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/UE5AIAssistant.uplugin" && echo "INSTALLED" || echo "NOT INSTALLED"
  • If INSTALLED → Tell user: "插件已安装,请打开 UE5 编辑器然后告诉我"
  • If NOT INSTALLED → Continue to Step 4

Step 4: Install the plugin

Option 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。"

Step 5: Verify connection

curl -s --max-time 3 http://localhost:58080/api/ping

If still failing, tell user to check:

  • UE5 editor is open with the correct project
  • Check Output Log for "UE5AIAssistant: HTTP server started on port 58080"
  • Plugin is enabled: Edit → Plugins → search "UE5AIAssistant"

Prerequisites Summary

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

Quick Start

# 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 }

Common Mistakes — Do NOT

  • Do NOT add nodes one-by-one — always use batch_execute
  • Do NOT guess C++ function names — use list_functions first
  • Do NOT hardcode pin names — read them from response pins array
  • Do NOT skip compile_blueprint after editing
  • Do NOT use ue5cmd.sh for complex JSON — use curl directly

Task Router — Read the Right Module

Based 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:

  1. Read only the module(s) needed for the current task — do NOT read all files
  2. If unsure which module, check the table above or read the user's intent
  3. Multiple tasks may require multiple modules (e.g., character = blueprint + input-character)

65 Commands Overview (for quick orientation only)

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 Quick Reference

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

Version History

  • e0220ca Current 2026-07-05 20:40

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