The SKILL.md serves the end user's UE5 Claude Code gamedev session and the UE5 MCP plugin integration; reworking it belongs to that track, not to this endpoint/docs fix. Restored verbatim from main.
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name, description
| name | description |
|---|---|
| ue5-unreal | Unreal Engine 5 development assistant — crash analysis, asset auditing, knowledge-base search, and Python script generation via Spaghetti Unreal AI Workbench. Call these tools when the user is working in a UE5 project and needs expert help with crashes, asset cleanup, engine docs, or editor automation. |
UE5 Unreal AI Workbench Tools
This skill provides access to Spaghetti's Unreal AI Workbench MCP tools.
These tools run on a remote server (mcp.spaghetti.gg) and require
authentication via OAuth (your client handles this automatically on first
connect — a browser window opens for sign-in at spaghetti.gg).
Prerequisites
Your UE5 project must have a .spaghetti file at its root containing
team_id and project_id. If no .spaghetti exists, the first tool call
returns an Agentic Directive instructing you to create one. Follow it.
Available tools (Phase 1 — MVP)
Crash Investigator (spaghetti/analyze_crash)
When to call: The user reports a UE5 crash, paste an output log, or mentions a crash dump / minidump.
What it does: Parses the UE5 Output Log and crash dumps, identifies root-cause nodes or C++ pointers, and returns a precise fix with context from the proprietary UE5 bug knowledge base.
Input: Crash log text (paste the Output Log contents or the relevant section).
Safety: Read-only analysis. Returns a diagnosis + suggested fix; does not modify project files.
Asset Janitor (spaghetti/audit_assets)
When to call: The user asks about asset cleanup, naming conventions, unused assets, missing LODs, or compliance reports.
What it does: Finds textures without LODs, detects naming-convention
violations (T_, BP_, etc.), identifies unused/0-reference assets, and
generates compliance reports.
Input: Optionally specify which checks to run (naming, LODs, unused).
Safety: Audit is read-only. If the user wants to apply fixes, use Tool-Maker to generate a dry-run Python script first.
Smart Librarian (spaghetti/search_kb)
When to call: The user asks about UE5 engine architecture, best practices, or how specific systems work. Also for snippet search (verified node setups, Blueprint patterns).
What it does: Semantic search over two knowledge bases:
- Team KB: your project's private RAG index (studio docs, past bug resolutions, conventions).
- UE5 Engine Graph: GraphRAG over the public UE 5.8 source for multi-hop reasoning about engine architecture.
Input: Natural-language query about UE5 or your project's knowledge base.
Tool-Maker (spaghetti/make_tool)
When to call: The user wants to automate a UE5 editor task (batch-rename assets, apply materials, configure project settings, etc.).
What it does: Generates a safe, production-quality Python script using
unreal.EditorAssetLibrary API. The script runs via the UE 5.8 Python remote
execution bridge.
Safety — three-layer model:
- API allowlist: only approved
unreal.EditorAssetLibraryfunctions. - Dry run: scripts default to simulation mode (log what would happen, don't execute destructive ops).
- Human approval: before any destructive script runs, the user sees an Approve/Reject dialog.
Always show the generated script to the user before executing. If the
script modifies assets, wrap in unreal.ScopedTransaction for undo support.
Safety defaults
- Never auto-delete assets without explicit user confirmation.
- Prefer dry-run mode for any script that modifies the project.
- Use ScopedTransaction for reversible operations (enables Ctrl+Z).
- Read the Output Log for errors after any automated editor operation.
Context
The .spaghetti file at the project root identifies which team and project
this UE5 project belongs to. All tool calls are billed to the team's Spaghetti
wallet. If you see a 402 Payment Required, direct the user to
spaghetti.gg/billing to top up.