From ue5-blueprints
Set up the UE5 Blueprint plugin — enables Python remote execution in the Unreal Editor so Claude can export and analyze Blueprints.
How this skill is triggered — by the user, by Claude, or both
Slash command
/ue5-blueprints:setupThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Walk the user through enabling Python remote execution in their Unreal Engine 5 project. This is a one-time setup.
Walk the user through enabling Python remote execution in their Unreal Engine 5 project. This is a one-time setup.
Run these checks first:
Python 3 installed?
python --version
upyrc installed?
pip show upyrc
If not installed: pip install upyrc
UE5 Editor running? Ask the user if they have their project open.
Guide the user through these steps in the Unreal Editor:
239.0.0.1:6766 (default)127.0.0.1 (default, leave as-is)Run the test script:
python "${CLAUDE_PLUGIN_ROOT}/scripts/test_connection.py"
If it prints "Connected to UE5 Editor" — setup is complete.
If it fails:
Tell the user about these before they start writing custom scripts:
__file__ doesn't exist in remote execution context. Scripts run inside UE5 can't use __file__ or relative paths — use absolute paths or environment variables./Game/MyProject/..., others use short paths like /MyMod/.... If one format fails, try the other. The export scripts handle both.--timeout 300.The remote execution protocol is provided by upyrc — a Python wrapper around UE5's built-in remote control API. The connection uses UDP multicast (239.0.0.1:6766) for discovery and TCP (127.0.0.1:53320) for command execution.
Tell the user:
/ue5-blueprints:blueprint-export to export Blueprints/ue5-blueprints:blueprint-check to analyze pasted Blueprint data/ue5-blueprints:blueprint-audit for deep analysis of exported datanpx claudepluginhub afterrealm/ue5-blueprint-skillsInspects and analyzes Unreal Engine blueprint exports, bytecode, and graph data using the BPX blueprint command. Useful for reverse-engineering, debugging, and understanding blueprint logic.
Defines boundaries between Blueprints and C++ in Unreal Engine, keeping graphs readable and avoiding hidden architecture from graph sprawl.
Drives Unreal Engine 5.7/5.8 via MCP with engine-level gotchas, silent-fail edges, crash patterns, and proven call sequences. Activates on UE5/MCP tool detection or UE terms.