UnrealBridge skill

UnrealBridge lets an AI agent control the Unreal Engine editor: assets, Blueprints, animation and levels, with undo on edits.

  • 313 ★ on the repository
  • Last commit
  • MIT
Skill

Broad access

Why this level

  • The agent runs arbitrary Python code inside the editor with project rights
  • Writes change project assets and levels
  • The bridge server listens on a port; network discovery is opt-in and protected by a token
All reasons and checks

tornlux/unrealbridge

Install

In your terminal, with SkillFoxx CLI

npx skillfoxx add skills/unrealbridge

Detects the agents on your machine, shows the access level and pins the version.

Other ways to install

Access and checks

How we review

Broad accessThe tool can change data, run commands or handle secrets.

  • The agent runs arbitrary Python code inside the editor with project rights
  • Writes change project assets and levels
  • The bridge server listens on a port; network discovery is opt-in and protected by a token

This is third-party code. Review the repository files before installing.

What it does

UnrealBridge connects an agent to a running Unreal Engine 5.3+ editor. The plugin starts a local TCP server, and the skill `bridge.py` script sends Python code to the editor. 26 libraries with 1388 functions cover assets and their references, Blueprints, animation graphs, Control Rig, Niagara, materials, levels and play-in-editor runs. Before sending, a script passes a local check: `bridge_preflight.py` parses calls against a manifest and rejects unknown functions and wrong arguments without contacting the editor. Level edits are wrapped in transactions and undone through Undo, and event subscriptions call the agent back on their own.

Who it is for. Unreal Engine game developers who hand an agent routine work: Blueprint edits, animation setup and asset dependency analysis.

Good fit when

  • All point lights on a level must be listed or an object moved.
  • A Blueprint needs compiling and an error check, and the node graph should be laid out automatically.
  • An animation state machine with transition conditions has to be built from scratch.
  • Before deleting an asset you want to see its forward and reverse references.

Not a fit when

  • The editor is closed or runs in commandlet mode, where the module is disabled.
  • You work on Unity, Godot or another engine.
  • The project must not be opened to an agent that can run Python in the editor.

Example request

List every PointLight on the current level, raise the PlayerStart by 200 units and compile `/Game/Blueprints/BP_Character` with an error report.

Limitations

The bridge works only in an interactive editor session. The plugin and skill are copied into a project with `sync_project.bat`, and for Codex, Gemini CLI, OpenCode and Cursor a `.agents/skills` link is created first with `link_agents_skills.bat`. The plugin builds with the project and needs Unreal Engine 5.3 or newer with Python enabled. Scripts run in the editor with project rights, so commit open assets and levels to version control before a session.

How to disable. Close the editor, remove `Plugins/UnrealBridge` and the copied `unreal-bridge` folder from the project `.claude/skills` and `.agents/skills`, then rebuild the project. The bridge server starts only together with the plugin.

FAQ

How do I check that the bridge works?

Run `bridge.py ping`: with a live editor it answers `pong`. The editor log should contain the line `LogUnrealBridge: Listening on 127.0.0.1`.

Can I undo the agent edits?

Yes, level edits run in `FScopedTransaction` transactions, so the standard editor Undo and Redo apply.

How do I work with several editors?

`bridge.py list-editors` lists editors on this machine and `--project=` selects one. Network search is enabled explicitly with `--discovery-scope=lan`.

What does the pre-send check do?

`bridge_preflight.py` parses a script as a Python AST and matches calls against the manifest. Unknown functions and wrong arguments are rejected locally, without contacting the editor.

Is a separate install needed for Claude Code?

Copy `.claude/skills/unreal-bridge` into `~/.claude/skills/` or the project `.claude/skills/`. Other agents first need the `.agents/skills` link.

Discussion

No questions or reviews yet.

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README in short

The project consists of the `Plugin/UnrealBridge` editor plugin and a skill with the `bridge.py` client, a function manifest and helper scripts for relaunching the editor.

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