Files
unreal-workbench/skills/ue5-unreal/SKILL.md
T
basilensis 69c6af2ed5 fix: sync published content with the current platform (context contract, tool roster, version)
- README project context: .spaghetti file (rejected design) →
  Config/DefaultGame.ini [/Script/Spaghetti.SpaghettiProjectSettings]
  via the editor connector's Project Settings; "setup CLI is coming"
  dropped (CLI is reserve) in favor of roadmap-neutral wording
- SKILL.md: prerequisites now describe the ini section and the
  personal-account fallback (the old "Agentic Directive creates
  .spaghetti" mechanism never shipped); tool roster renamed to the
  live server's (analyze_logs, tidy_assets, five free research tools
  incl. project-scoped temporal ones); context/billing section
  updated with the 402=credits vs 403=sign-in/onboarding taxonomy
- plugin.json: version 0.1.1 → 0.3.1, tracking the editor connector

mcp.json unchanged — URL-only config is already correct for the
first-party AS (CIMD/DCR discovery, no credentials in the manifest).
2026-09-07 12:37:06 +03:00

4.7 KiB

name, description
name description
ue5-unreal Unreal Engine 5 development assistant — log 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

Project context is optional. If present, it lives in the project's Config/DefaultGame.ini under [/Script/Spaghetti.SpaghettiProjectSettings] (TeamId, ProjectId, written by the Spaghetti editor connector's Project Settings page). If the section is absent, tools run on the user's personal account — that is a valid state, not an error. Do not hand-edit the ini while the editor is running (the editor owns that file); context changes go through the connector's Project Settings.

Available tools

Log Analyzer (analyze_logs)

When to call: The user reports a UE5 crash, pastes an output log, or mentions a crash dump / minidump — or wants structured findings from any UE log file.

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: 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 (tidy_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.

Research tools (free)

When to call: The user asks about UE5 engine architecture, best practices, or how specific systems work — or wants to search their project's ingested logs and knowledge.

  • search_docs_code — semantic search over curated UE engine documentation and source code.
  • search_patterns — known engine patterns and anti-patterns (verified node setups, Blueprint conventions).
  • search_logs_temporal — the project's ingested log events over time (requires project context).
  • query_temporal_relations — temporal knowledge-graph queries over the project's entities and their relations (requires project context).
  • investigate_incident — multi-source incident investigation across the project's logs, entities, and relations (requires project context).

Input: Natural-language query about UE5 or the project's knowledge base.

Tool-Maker (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:

  1. API allowlist: only approved unreal.EditorAssetLibrary functions.
  2. Dry run: scripts default to simulation mode (log what would happen, don't execute destructive ops).
  3. 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 and billing

The Config/DefaultGame.ini Spaghetti section (see Prerequisites) identifies which team and project this UE5 project belongs to; billed tools draw from that team's wallet — the research tools are free. On 402 Payment Required, direct the user to top up at spaghetti.gg/billing. A 403 with a portal URL means the account needs to sign in or finish onboarding — open the URL; retrying will not help.