Install
openclaw skills install @tomleelive/openclaw-unreal-skillControl Unreal Engine Editor via OpenClaw Unreal Plugin. Use for Unreal development tasks including level/actor management, transforms, PIE control, debugging, input simulation, and console commands. Can create/delete actors, save levels, run console commands, simulate input, and capture viewport screenshots and logs — destructive operations should be confirmed with the user. Use only on explicit Unreal Editor requests, in trusted local projects.
openclaw skills install @tomleelive/openclaw-unreal-skillMCP 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 — add to .cursor/mcp.json
{"mcpServers":{"unreal":{"command":"node","args":["/path/to/Plugins/OpenClaw/MCP~/index.js"]}}}
Both modes run simultaneously.
Window → OpenClaw Unreal Plugin — opens a dockable tab with:
level.getCurrent — current level namelevel.list — all levels in projectlevel.open — open level by namelevel.save — save current levelactor.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 systemtransform.getPosition / transform.setPositiontransform.getRotation / transform.setRotationtransform.getScale / transform.setScaleTransform tools require a valid RootComponent (works on StaticMeshActor, PointLight, etc. — not on bare Actor).
component.get — get component datacomponent.add — add component (not yet implemented)component.remove — remove component (not yet implemented)editor.play — start PIE (uses RequestPlaySession)editor.stop — stop PIEeditor.pause / editor.resume — pause/resume PIEeditor.getState — current editor statedebug.hierarchy — actor hierarchy treedebug.screenshot — capture editor viewportdebug.log — write to output loginput.simulateKey — simulate key pressinput.simulateMouse — simulate mouseinput.simulateAxis — simulate axisasset.list — list assets at pathasset.import — import asset (not yet implemented)console.execute — run console commandconsole.getLogs — read project log file; params: count (number of lines), filter (text filter)blueprint.list — list blueprintsblueprint.open — open blueprint (not yet implemented)Clear the build cache and restart the editor:
rm -rf YourProject/Plugins/OpenClaw/Binaries YourProject/Plugins/OpenClaw/Intermediate
openclaw gateway statusThis skill drives a live Unreal Editor. Full disclosure of capabilities and current limitations:
console.execute), and simulating keyboard/mouse input. None of these should run implicitly from a vague request.debug.screenshot and console.getLogs can capture whatever is on screen or in project logs — including credentials, tokens, or source paths if present. Review before sharing captures outside the machine.disableModelInvocation: true is set — the model cannot auto-invoke this skill; it runs only on explicit user request. Keep the project under source control before automation sessions.Apache-2.0 — See LICENSE.md