According to AlphaMoat, as of 2026-09, Openclaw Unreal Skill has 2,885 downloads and 0 stars — ranked #3,808 of 5,078 AI skills overall, and #481 of 577 in Development.
| Platform | Installs | Downloads | Stars | Comments |
|---|---|---|---|---|
| ClawHub ↗ | 72 | 2.9K | - | - |
| SkillHub ↗ | 229 | 2.8K | - | — |
Platforms count differently and update at different times.
Use the OpenClaw plugin to inspect and control Unreal Editor projects. It can inspect levels, actors, components, and assets, and can also change project content, save or import assets, run console commands, simulate input, and control play state. Read-only inspection needs no extra confirmation; project-changing actions are gated by a runtime opt-in and per-call confirmation. Use it only for explicit requests in trusted local projects, and inspect screenshots or logs for sensitive details before sharing them.
Profile published 2026-10-27
Generated from the skill’s documentation as examples; not results of actual runs.
The counting method changed in 2026-09: skills with the same name are now counted separately by author, and the full catalog is covered. Dashed lines show months before the change; they are not compared with later months, and no growth is computed across the change.
| Month | Downloads | MoM | Stars |
|---|---|---|---|
| 2026-09 | 2.9K | — | - |
| 2026-08 | 2.6K | +14.1% | - |
| 2026-07 | 2.2K | +20.3% | - |
| 2026-06 | 1.9K | +10.8% | - |
| 2026-05 | 1.7K | — | - |
| 2026-03 | 1.2K | — | - |
The author’s original file, shown as plain text without edits or review by AlphaMoat. Links are not clickable; check commands before running them. Fetched 2026-10-23.
--- name: unreal-plugin version: 1.1.0 description: Control 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. Project-changing and destructive operations are refused at runtime unless the operator starts the gateway with OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 and the call passes confirm: true; read-only inspection needs neither, and dryRun: true previews any call without sending it. Use only on explicit Unreal Editor requests, in trusted local projects. homepage: https://github.com/TomLeeLive/openclaw-unreal-skill author: Tom Jaejoon Lee disableModelInvocation: true --- # OpenClaw Unreal Plugin
MCP skill for controlling Unreal Engine Editor via OpenClaw.
## Safety and permissions
**What this skill can change:** anything the Unreal Editor can — actors and their
components and transforms, the open level, imported assets, PIE (Play In Editor),
and whatever a console command reaches (`console.execute`).
**What runs without asking:** read-only tools only — `level.getCurrent`,
`level.list`, `actor.find`, `actor.getAll`, `actor.getData`, `transform.get*`,
`component.get`, `editor.getState`, `asset.list`, `blueprint.list`,
`debug.hierarchy`, `debug.screenshot`, `console.getLogs`, `debug.log`. Their
behaviour is unchanged.
**What is gated at runtime:** every project-changing tool — `actor.create`,
`actor.delete`, `actor.setProperty`, `transform.set*`, `component.add`/`remove`,
`level.open`, `level.save`, `asset.import`, `console.execute`, `input.simulate*`,
`editor.play`/`stop`/`pause`/`resume`, `blueprint.open` — and any batch that
carries one of them. The gateway extension refuses these by default. A tool name
it does not recognise counts as project-changing unless its verb is clearly
read-only: the gate fails closed, never open.
**How to enable them** — both steps are required:
1. The operator starts the gateway with the opt-in environment variable. It is
read from the gateway process, so the model cannot set it:
```bash
OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1 openclaw gateway restart
# or, scoped to this skill only:
OPENCLAW_UNREAL_ALLOW_DESTRUCTIVE=1 openclaw gateway restart
```
2. The caller passes `confirm: true` on each project-changing call, after the
user has approved that specific change:
```
unreal_execute: actor.delete {name: "Cube_01"}, confirm: true
```
Missing either one is a refusal with an explanation of what was blocked and how
to allow it. Nothing reaches the Editor in the meantime.
**Preview first:** `dryRun: true` reports how a call is classified and what would
be sent, and sends nothing:
```
unreal_execute: level.save, dryRun: true
→ {risk: "project-changing", requiresConfirmation: true, wouldRun: false, executed: false}
```
**Check the current state:** `openclaw unreal status` prints whether
project-changing tools are enabled, and `GET /unreal/status` reports the same as
`destructiveOperations: "enabled" | "blocked"`.
**Scope of the gate:** it lives in the gateway extension that ships with this
skill (`extension/index.ts`), so it covers every call routed through the OpenClaw
gateway — Telegram, Discord and the other channels. The Unreal Editor plugin's
embedded HTTP server (port 27184, Mode B below) is a separate install from the
plugin repository and is not gated by this package: keep that port on the local
machine and review the plugin repository for its own controls.
## Connection Modes
### Mode A: OpenClaw Gateway (Remote)
The plugin connects to OpenClaw Gateway via HTTP polling. Works automatically when Gateway is running.
### Mode B: MCP Direct (Claude Code / Cursor)
The plugin runs an embedded HTTP server on port **27184**. Use the included MCP bridge:
```bash
# 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.
## Editor Panel
**Window → OpenClaw Unreal Plugin** — opens a dockable tab with:
- Connection status indicator
- MCP server info (address, protocol)
- Connect / Disconnect buttons
- Live log of tool calls and messages
## Tools
### Level
- `level.getCurrent` — current level name
- `level.list` — all levels in project
- `level.open` — open level by name
- `level.save` — save current level
### Actor
- `actor.find` — find by name/class
- `actor.getAll` — list all actors
- `actor.create` — create actors: StaticMeshActor (Cube, Sphere, Cylinder, Cone), PointLight, Camera
- `actor.delete` — delete by name
- `actor.getData` — detailed actor info
- `actor.setProperty` — set properties via UE reflection system
### Transform
- `transform.getPosition` / `transform.setPosition`
- `transform.getRotation` / `transform.setRotation`
- `transform.getScale` / `transform.setScale`
> Transform tools require a valid RootComponent (works on StaticMeshActor, PointLight, etc. — not on bare Actor).
### Component
- `component.get` — get component data
- `component.add` — add component (not yet implemented)
- `component.remove` — remove component (not yet implemented)
### Editor
- `editor.play` — start PIE (uses RequestPlaySession)
- `editor.stop` — stop PIE
- `editor.pause` / `editor.resume` — pause/resume PIE
- `editor.getState` — current editor state
### Debug
- `debug.hierarchy` — actor hierarchy tree
- `debug.screenshot` — capture editor viewport
- `debug.log` — write to output log
### Input
- `input.simulateKey` — simulate key press
- `input.simulateMouse` — simulate mouse
- `input.simulateAxis` — simulate axis
### Asset
- `asset.list` — list assets at path
- `asset.import` — import asset (not yet implemented)
### Console
- `console.execute` — run console command
- `console.getLogs` — read project log file; params: `count` (number of lines), `filter` (text filter)
### Blueprint
- `blueprint.list` — list blueprints
- `blueprint.open` — open blueprint (not yet implemented)
## Troubleshooting
### Stale binaries / plugin not loading
Clear the build cache and restart the editor:
```bash
rm -rf YourProject/Plugins/OpenClaw/Binaries YourProject/Plugins/OpenClaw/Intermediate
```
### Connection issues
- Ensure OpenClaw Gateway is running: `openclaw gateway status`
- Check the Editor Panel log for errors
- Verify the MCP port is not blocked by firewall
## Security & Privacy Disclosure
This skill drives a live Unreal Editor. Full disclosure of capabilities and current limitations:
- **Local HTTP server hardening (plugin v1.3.1+)**: the embedded server (port 27184) rejects browser-originated requests (any `Origin` header → 403) and supports optional shared-secret auth — set `OPENCLAW_BRIDGE_TOKEN` for both the Unreal Editor process and the MCP client to require `X-OpenClaw-Token` on every request. Without the token set, keep the port on trusted machines only — any local process can send editor commands.
- **Destructive operations are gated at runtime (v1.1.0+)**: deleting actors, saving levels, importing assets, running console commands (`console.execute`) and simulating keyboard/mouse input are refused by the gateway extension unless it was started with `OPENCLAW_EDITOR_ALLOW_DESTRUCTIVE=1` **and** the call carries `confirm: true`. Confirm the change with the user before setting it — see [Safety and permissions](#safety-and-permissions). None of these should run implicitly from a vague request.
- **Data visibility**: `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.
- **Trigger scope**: routine-sounding requests ("clean up the level", "save everything", "just run it") map to state-changing Editor operations — confirm once before the first state-changing call in a session.
- **Safety defaults**: `disableModelInvocation: true` is set — the model cannot auto-invoke this skill; it runs only on explicit user request. Project-changing tools default to refused, and `dryRun: true` previews any call without sending it. Keep the project under source control before automation sessions. The Korean `SKILL_KO.md` states the same recommendation; if the two ever disagree, this file governs.
## License
Apache-2.0 — See LICENSE.md
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Data month: 2026-09 · Downloads, stars and installs are aggregated monthly from public skill registries (ClawHub, SkillHub). See methodology.