driving-unreallisted
Install: claude install-skill NAJEMWEHBE/unreal-ai-connection
# Driving Unreal Engine via the unreal-ai-connection MCP tools
This skill is the know-how layer for the `unreal-ai-connection` plugin. The plugin exposes ~105 UE
editor-automation tools; this file tells you **how to operate them** — the chaining order, the
verification checkpoints, and the failure modes. Deep step-by-step recipes and the full UE-quirk
table live in [`reference.md`](reference.md); read it when executing a specific workflow.
Tools are called as `mcp__unreal-ai-connection__<name>`. Below, names are written bare for brevity.
## Before you touch any tool
1. **Confirm the bridge is live.** The UE plugin binds `127.0.0.1:18888`. A cold editor launch takes
~2 minutes to bind; warm is seconds. Call `list_tools` first — if it returns the catalog, you are
connected. Do not assume a tool exists; the live `list_tools` output is the source of truth.
2. **Establish a clean baseline.** For anything that places actors, plan an idempotent re-run: prefix
your actor labels (e.g. `Test_*`) and start the workflow by deleting that prefix via
`find_actors_by_class` + `delete_actor`, so repeated attempts don't pile up duplicates.
## Cross-cutting operating patterns (apply to every workflow)
These rules matter more than any single recipe. Internalize them.
- **Actor targeting is hybrid.** Actor-targeting tools accept either a display label or an FName.
Label is tried first. If a label is ambiguous you get an `ambiguous_actor` error listing candidate
FNames — ret