Install
openclaw skills install openclaw-unreal-engineIntegrate OpenClaw with Unreal Engine 5.x projects, editors, and plugins. Use when an agent needs to inspect or scaffold Unreal Engine automation, create or modify UE5 C++ plugins, expose Blueprint-callable nodes, connect OpenClaw to the editor or a running game, drive editor-side tasks through Unreal Remote Control, or design/version-adapted workflows for Unreal Engine 5.0 and newer.
openclaw skills install openclaw-unreal-engineUse this skill to connect OpenClaw-style agent workflows to Unreal Engine 5.0+ in a way that survives engine minor-version differences. In the evaluated Unreal Engine source repo, built-in RemoteControl, HttpBlueprint, JsonBlueprintUtilities, PythonScriptPlugin, and WebSockets support are already present, so prefer composition over engine patching.
Prefer these integration paths:
HttpBlueprint + JsonBlueprintUtilities for Blueprint-driven request/response workflows.Do not assume a single Unreal API surface works identically across all 5.x releases. Keep compile-time dependencies minimal and isolate version-sensitive code.
Choose based on the task:
For UE 5.0+
Core, CoreUObject, Engine, HTTP, Json, JsonUtilities, WebSockets.When the user mentions Blueprints, do not stop at C++ plumbing. Provide:
UBlueprintFunctionLibrary nodes for one-shot operationsUGameInstanceSubsystem or UEngineSubsystem for persistent connections/stateUse this mental model unless the project requires something else:
Use when the goal is to:
Approach:
Good fit:
Use when the goal is to:
Approach:
Good fit:
Follow this sequence.
Determine:
If the source repository is not accessible, say so clearly and proceed with a standards-based scaffold.
For an Unreal project, look for:
*.uprojectSource/Plugins/.Build.cs filesIf you are generating a new plugin, prefer placing it under Plugins/<PluginName>/.
Default to a single runtime module when possible.
Create extra modules only if needed:
Minimum useful surface:
If the schema is immature, prefer these stable nodes first:
ConnectToOpenClaw(Url, ApiKey)DisconnectFromOpenClaw()SendTaskJson(TaskJson)GetConnectionStatus()Then layer typed nodes later.
Define small message envelopes like:
{
"id": "task-123",
"type": "run_blueprint_task",
"task": "summarize_scene",
"payload": {
"target": "/Game/Maps/TestMap"
}
}
Return results like:
{
"id": "task-123",
"ok": true,
"result": {
"summary": "..."
},
"error": null
}
Keep these envelopes version-neutral and avoid leaking Unreal internals into the protocol unless necessary.
Prefer defensive code:
.cpp files.ENGINE_MAJOR_VERSION / ENGINE_MINOR_VERSION checks when required.When asked for “all types of tasks including blueprints,” interpret that as at least:
Prefer these Unreal patterns:
UBlueprintFunctionLibrary for stateless convenience methodsUGameInstanceSubsystem for persistent connection lifecycleDECLARE_DYNAMIC_MULTICAST_DELEGATE_* for Blueprint eventsAvoid over-engineering the first pass. A minimal plugin that compiles across 5.0+ beats a feature-rich plugin that only works on one minor version.
Use Remote Control when the task is fundamentally editor-side. Expect HTTP/WebSocket-based control of exposed properties and functions. Do not describe it as a packaged-game runtime automation layer unless the project specifically wires that up.
If the user asks to manipulate Blueprints broadly, separate the request into:
When scaffolding an Unreal integration, prefer these outputs:
references/architecture.md — integration decisions and tradeoffsreferences/blueprints.md — Blueprint support patternsassets/OpenClawUnrealPlugin/ — drop-in UE plugin scaffoldBefore claiming success, verify:
.Build.cs includes required dependencies onlyRead these when needed:
references/architecture.md for integration choices and compatibility rulesreferences/blueprints.md for Blueprint-facing API patternsreferences/remote-control-notes.md for editor automation guidancereferences/openclaw-api-contract.md for the default /api/unreal/task request/response schemareferences/repo-evaluation-notes.md for the verified target repo structure and integration implicationsreferences/engine-builtins.md for built-in Unreal systems to compose with before adding custom codereferences/install-strategy.md for engine-source vs project-plugin deployment choicesreferences/integration-map.md for mapping OpenClaw tasks onto confirmed engine systemsreferences/sample-blueprint-flow.md for built-in Blueprint HTTP/JSON wiringreferences/sample-python-flow.md for editor Python automation patternsreferences/openclaw-server-notes.md for the OpenClaw-side handler boundaryreferences/sample-uproject-plugin-config.md for project-level plugin enablementreferences/openclaw-server-handler-example.md for a concrete /api/unreal/task handler sketchreferences/remote-control-extension-points.md for repo-observed Remote Control / WebRemoteControl source touchpointsreferences/webremotecontrol-route-observations.md for concrete route/request/response observations from the inspected engine branchUse scripts/install_plugin.sh to copy the scaffold plugin into a target Unreal project.
Use assets/OpenClawUnrealPlugin/ as the drop-in plugin scaffold for UE 5.0+ projects.