Requirements
- Target platform
- OpenClaw
- Install method
- Manual import
- Extraction
- Extract archive
- Prerequisites
- OpenClaw
- Primary doc
- SKILL.md
Control and automate Unreal Editor tasks via OpenClaw AI using HTTP endpoints for level, actor, transform, component, editor, debug, input, asset, console, a...
Control and automate Unreal Editor tasks via OpenClaw AI using HTTP endpoints for level, actor, transform, component, editor, debug, input, asset, console, a...
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Then review README.md for any prerequisites, environment setup, or post-install checks. Tell me what you changed and call out any manual steps you could not complete.
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Then review README.md for any prerequisites, environment setup, or post-install checks. Summarize what changed and any follow-up checks I should run.
version: 1.0.0 MCP skill for controlling Unreal Engine Editor via OpenClaw.
The plugin connects to OpenClaw Gateway via HTTP polling. Works automatically when Gateway is running.
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 โ add to .cursor/mcp.json {"mcpServers":{"unreal":{"command":"node","args":["/path/to/Plugins/OpenClaw/MCP~/index.js"]}}} Both modes run simultaneously.
Window โ OpenClaw Unreal Plugin โ opens a dockable tab with: Connection status indicator MCP server info (address, protocol) Connect / Disconnect buttons Live log of tool calls and messages
level.getCurrent โ current level name level.list โ all levels in project level.open โ open level by name level.save โ save current level
actor.find โ find by name/class actor.getAll โ list all actors actor.create โ create actors: StaticMeshActor (Cube, Sphere, Cylinder, Cone), PointLight, Camera actor.delete โ delete by name actor.getData โ detailed actor info actor.setProperty โ set properties via UE reflection system
transform.getPosition / transform.setPosition transform.getRotation / transform.setRotation transform.getScale / transform.setScale Transform tools require a valid RootComponent (works on StaticMeshActor, PointLight, etc. โ not on bare Actor).
component.get โ get component data component.add โ add component (not yet implemented) component.remove โ remove component (not yet implemented)
editor.play โ start PIE (uses RequestPlaySession) editor.stop โ stop PIE editor.pause / editor.resume โ pause/resume PIE editor.getState โ current editor state
debug.hierarchy โ actor hierarchy tree debug.screenshot โ capture editor viewport debug.log โ write to output log
input.simulateKey โ simulate key press input.simulateMouse โ simulate mouse input.simulateAxis โ simulate axis
asset.list โ list assets at path asset.import โ import asset (not yet implemented)
console.execute โ run console command console.getLogs โ read project log file; params: count (number of lines), filter (text filter)
blueprint.list โ list blueprints blueprint.open โ open blueprint (not yet implemented)
Clear the build cache and restart the editor: rm -rf YourProject/Plugins/OpenClaw/Binaries YourProject/Plugins/OpenClaw/Intermediate
Ensure OpenClaw Gateway is running: openclaw gateway status Check the Editor Panel log for errors Verify the MCP port is not blocked by firewall
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