Control Godot 4.x scenes, nodes, playback, input, logs, and screenshots from an agent.
Coding
unreal-plugin
Control Unreal Editor levels, actors, PIE sessions, input, console commands, screenshots, and logs.
What it does
Controls a live Unreal Engine Editor through a remote gateway or the included MCP bridge on port 27184. It can inspect and modify levels, actors, reflected properties, and transforms; control PIE; simulate input; execute console commands; and capture viewport screenshots or project logs. State-changing and data-capturing operations require care in trusted local projects.
When to use it
- Managing levels and actors
- Automating PIE test sessions
- Inspecting screenshots and project logs
- Running console commands and input tests
The skill document
OpenClaw Unreal Plugin
MCP skill for controlling Unreal Engine Editor via OpenClaw.
Connection Modes
Mode A: OpenClaw Gateway (Remote)
The plugin connects to OpenClaw Gateway via HTTP polling. Works automatically when Gateway is running.
Mode B: MCP Direct (Claude Code / Cursor)
The plugin runs an embedded HTTP server on port 27184. Use the included MCP bridge:
# Claude Code
claude mcp add unreal -- node /path/to/Plugins/OpenClaw/MCP~/index.js
# Cursor — add to .cursor/mcp.json
{"mcpServers":{"unreal":{"command":"node","args":["/path/to/Plugins/OpenClaw/MCP~/index.js"]}}}
Both modes run simultaneously.
Editor Panel
Window → OpenClaw Unreal Plugin — opens a dockable tab with:
- Connection status indicator
- MCP server info (address, protocol)
- Connect / Disconnect buttons
- Live log of tool calls and messages
Tools
Level
level.getCurrent— current level namelevel.list— all levels in projectlevel.open— open level by namelevel.save— save current level
Actor
actor.find— find by name/classactor.getAll— list all actorsactor.create— create actors: StaticMeshActor (Cube, Sphere, Cylinder, Cone), PointLight, Cameraactor.delete— delete by nameactor.getData— detailed actor infoactor.setProperty— set properties via UE reflection system
Transform
transform.getPosition/transform.setPositiontransform.getRotation/transform.setRotationtransform.getScale/transform.setScale
Transform tools require a valid RootComponent (works on StaticMeshActor, PointLight, etc. — not on bare Actor).
Component
component.get— get component datacomponent.add— add component (not yet implemented)component.remove— remove component (not yet implemented)
Editor
editor.play— start PIE (uses RequestPlaySession)editor.stop— stop PIEeditor.pause/editor.resume— pause/resume PIEeditor.getState— current editor state
Debug
debug.hierarchy— actor hierarchy treedebug.screenshot— capture editor viewportdebug.log— write to output log
Input
input.simulateKey— simulate key pressinput.simulateMouse— simulate mouseinput.simulateAxis— simulate axis
Asset
asset.list— list assets at pathasset.import— import asset (not yet implemented)
Console
console.execute— run console commandconsole.getLogs— read project log file; params:count(number of lines),filter(text filter)
Blueprint
blueprint.list— list blueprintsblueprint.open— open blueprint (not yet implemented)
Troubleshooting
Stale binaries / plugin not loading
Clear the build cache and restart the editor:
rm -rf YourProject/Plugins/OpenClaw/Binaries YourProject/Plugins/OpenClaw/Intermediate
Connection issues
- Ensure OpenClaw Gateway is running:
openclaw gateway status - Check the Editor Panel log for errors
- Verify the MCP port is not blocked by firewall
Security & Privacy Disclosure
This skill drives a live Unreal Editor. Full disclosure of capabilities and current limitations:
- Local HTTP server hardening (plugin v1.3.1+): the embedded server (port 27184) rejects browser-originated requests (any
Originheader → 403) and supports optional shared-secret auth — setOPENCLAW_BRIDGE_TOKENfor both the Unreal Editor process and the MCP client to requireX-OpenClaw-Tokenon every request. Without the token set, keep the port on trusted machines only — any local process can send editor commands. - Destructive operations — confirm with the user before: deleting actors, saving levels, importing assets, running console commands (
console.execute), and simulating keyboard/mouse input. None of these should run implicitly from a vague request. - Data visibility:
debug.screenshotandconsole.getLogscan capture whatever is on screen or in project logs — including credentials, tokens, or source paths if present. Review before sharing captures outside the machine. - Trigger scope: routine-sounding requests ("clean up the level", "save everything", "just run it") map to state-changing Editor operations — confirm once before the first state-changing call in a session.
- Safety defaults:
disableModelInvocation: trueis set — the model cannot auto-invoke this skill; it runs only on explicit user request. Keep the project under source control before automation sessions. The KoreanSKILL_KO.mdstates the same recommendation; if the two ever disagree, this file governs.
License
Apache-2.0 — See LICENSE.md
Questions people ask
- How does it connect to Unreal Engine Editor?
- It supports an OpenClaw Gateway mode using HTTP polling and a direct MCP mode through an embedded HTTP server on port 27184. The direct mode uses the included Node.js MCP bridge for clients such as Claude Code or Cursor, and both modes can run simultaneously.
- Which editor operations are supported?
- It can list, open, and save levels; find, create, delete, and inspect actors; change reflected properties and transforms; control PIE; simulate keyboard, mouse, and axis input; execute console commands; and retrieve screenshots or logs.
- What limitations and safety checks should I know about?
- Adding or removing components, importing assets, and opening blueprints are not implemented. Confirm before deleting actors, saving levels, running console commands, or simulating input, and review screenshots and logs for sensitive data before sharing.
Related skills
Control and debug Unity Editor scenes, objects, input, assets, tests, and Play mode from an agent.
Browse and install a weekly updated collection of 11,211+ OpenClaw agent skills.
Monitor signed advisories, match affected installed skills, and gate risky installs or removals on approval.
Manage Nextcloud notes, tasks, calendars, files, contacts, shares, and Deck boards from one JSON CLI.
Install, switch, validate, export, restore, and publish Soul Spec personas from the CLI.