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openclaw-unreal-engineOpenClaw unreal 引擎

Agent Skill

openclaw-unreal-engine 用于补充开发相关能力,适合在 OpenClaw 中需要让 Agent 承接开发相关任务时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:openclaw-unreal-engine(OpenClaw unreal 引擎)
来源仓库:https://github.com/droidhackzor/openclaw-unreal-engine
安装命令:
openclaw skills install openclaw-unreal-engine
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install openclaw-unreal-engine

简介

openclaw-unreal-engine 集成 OpenClaw 与 Unreal Engine 5.x 项目。

  • 适用于自动化构建、编辑器控制与插件开发场景。
  • 支持关卡编辑、资源管理与调试任务执行。
  • 需配置 UE 环境与权限,避免误操作影响项目稳定性。
  • 适用宿主包括 OpenClaw,接入前应确认版本、权限和运行环境要求。

SKILL.md

name
unreal-engine
description
Integrate OpenClaw with Unreal Engine 5.x projects, editors, and plugins. Use when an agent needs to inspect or scaffold Unreal Engine automation, create or modify UE5 C++ plugins, expose Blueprint-callable nodes, connect OpenClaw to the editor or a running game, drive editor-side tasks through Unreal Remote Control, or design/version-adapted workflows for Unreal Engine 5.0 and newer.

Unreal Engine

Overview

Use this skill to connect OpenClaw-style agent workflows to Unreal Engine 5.0+ in a way that survives engine minor-version differences. In the evaluated Unreal Engine source repo, built-in RemoteControl, HttpBlueprint, JsonBlueprintUtilities, PythonScriptPlugin, and WebSockets support are already present, so prefer composition over engine patching.

Prefer these integration paths:

  1. Editor automation path: Use Unreal Remote Control for editor-time inspection and automation.
  2. Blueprint low-code path: Compose HttpBlueprint + JsonBlueprintUtilities for Blueprint-driven request/response workflows.
  3. Project/plugin path: Add a lightweight plugin that exposes OpenClaw-specific transport, auth, session, and task hooks to C++ and Blueprints.

Do not assume a single Unreal API surface works identically across all 5.x releases. Keep compile-time dependencies minimal and isolate version-sensitive code.

Integration strategy

1. Pick the right control plane first

Choose based on the task:

  • Blueprint inspection, editor object/property changes, calling exposed editor functions, preset-driven tooling

- Prefer Unreal Remote Control. - Best for editor-time orchestration without deeply embedding agent logic into gameplay code.

  • Blueprint-first HTTP/JSON workflows without much C++

- Prefer built-in HttpBlueprint + JsonBlueprintUtilities. - Best for quick prototyping and designer-friendly task flows.

  • Editor automation where Python is a better fit than C++/Blueprint

- Prefer PythonScriptPlugin. - Best for content tooling, batch editor scripting, and rapid iteration.

  • Runtime communication from a packaged game or PIE session, Blueprint utility nodes, project-specific task execution, custom authentication/transport

- Prefer a project plugin.

  • Both editor-time and runtime tasks

- Use both: Remote Control for editor-side work, built-in Blueprint/Python tooling where appropriate, and a plugin for runtime-safe OpenClaw-specific behavior.

2. Keep version compatibility broad

For UE 5.0+

  • Prefer engine modules with long-lived APIs: Core, CoreUObject, Engine, HTTP, Json, JsonUtilities, WebSockets.
  • Wrap version-sensitive code behind helper functions or macros.
  • Avoid depending on editor-only modules in runtime code.
  • Split runtime/editor concerns into separate modules only if the task actually needs editor extensions.

3. Treat Blueprint support as a first-class requirement

When the user mentions Blueprints, do not stop at C++ plumbing. Provide:

  • UBlueprintFunctionLibrary nodes for one-shot operations
  • Optional UGameInstanceSubsystem or UEngineSubsystem for persistent connections/state
  • Delegate/event surfaces for async results
  • Simple JSON-in/JSON-out fallback nodes when typed schemas are not settled yet

Default architecture

Use this mental model unless the project requires something else:

  • OpenClaw side

- Orchestrates tasks, optionally talks HTTP/WebSocket, can emit structured JSON task envelopes.

  • Unreal Editor

- Remote Control exposes editor-manageable objects/functions/properties.

  • Unreal plugin

- Provides Blueprint nodes and runtime transport. - Receives task envelopes, dispatches to Blueprint/C++ handlers, returns structured results.

Task patterns

Pattern A: Editor-time Blueprint and asset tasks

Use when the goal is to:

  • inspect or tweak actors/components in the editor
  • trigger exposed functions on editor utilities
  • update properties on Remote Control presets
  • support technical art / virtual production style workflows

Approach:

  1. Ensure the project enables Unreal Remote Control.
  2. Expose only the objects/functions/properties needed.
  3. Have OpenClaw call the Remote Control HTTP/WebSocket API.
  4. Keep destructive/editor-mutating actions explicit and scoped.

Good fit:

  • level setup helpers
  • virtual production controls
  • editor utility actors/widgets
  • batch property updates

Pattern B: Runtime or gameplay-adjacent tasks

Use when the goal is to:

  • connect a running client/editor session to OpenClaw
  • send prompts/tasks/results over HTTP or WebSocket
  • make tasks callable from Blueprints
  • support packaged builds or PIE behavior

Approach:

  1. Add a runtime plugin.
  2. Put transport in a subsystem or manager UObject.
  3. Expose simple Blueprint nodes.
  4. Return structured results and explicit errors.

Good fit:

  • AI-driven NPC tooling
  • in-editor copilot panels backed by runtime-safe transport
  • gameplay testing hooks
  • diagnostics and telemetry bridges

Workflow

Follow this sequence.

Step 1: Identify the integration target

Determine:

  • engine version or version range
  • editor-only vs runtime vs both
  • whether Blueprints must be supported directly
  • transport needs: HTTP, WebSocket, local CLI bridge, or mixed
  • whether packaged builds matter

If the source repository is not accessible, say so clearly and proceed with a standards-based scaffold.

Step 2: Inspect the project structure

For an Unreal project, look for:

  • *.uproject
  • Source/
  • Plugins/
  • existing module .Build.cs files
  • any existing editor utility widgets, subsystems, or automation scripts

If you are generating a new plugin, prefer placing it under Plugins/<PluginName>/.

Step 3: Choose a plugin shape

Default to a single runtime module when possible.

Create extra modules only if needed:

  • Runtime module for packaged/runtime-safe features
  • Editor module only for details panels, menus, custom tabs, or editor-only APIs

Step 4: Expose Blueprint surfaces

Minimum useful surface:

  • Connect/disconnect node
  • Send JSON task/request node
  • Async result delegate or polling getter
  • Availability/status node

If the schema is immature, prefer these stable nodes first:

  • ConnectToOpenClaw(Url, ApiKey)
  • DisconnectFromOpenClaw()
  • SendTaskJson(TaskJson)
  • GetConnectionStatus()

Then layer typed nodes later.

Step 5: Keep JSON contracts explicit

Define small message envelopes like:

{
  "id": "task-123",
  "type": "run_blueprint_task",
  "task": "summarize_scene",
  "payload": {
    "target": "/Game/Maps/TestMap"
  }
}

Return results like:

{
  "id": "task-123",
  "ok": true,
  "result": {
    "summary": "..."
  },
  "error": null
}

Keep these envelopes version-neutral and avoid leaking Unreal internals into the protocol unless necessary.

Step 6: Handle UE version differences conservatively

Prefer defensive code:

  • Use minimal includes in headers.
  • Put module-heavy includes in .cpp files.
  • Avoid relying on newer helper APIs when older equivalents exist.
  • Gate minor differences with ENGINE_MAJOR_VERSION / ENGINE_MINOR_VERSION checks when required.

Blueprint guidance

When asked for “all types of tasks including blueprints,” interpret that as at least:

  • Blueprint-callable connection nodes
  • Blueprint-callable request/response nodes
  • Blueprint events/delegates for async completion
  • a sample actor/component/subsystem showing usage

Prefer these Unreal patterns:

  • UBlueprintFunctionLibrary for stateless convenience methods
  • UGameInstanceSubsystem for persistent connection lifecycle
  • DECLARE_DYNAMIC_MULTICAST_DELEGATE_* for Blueprint events

Avoid over-engineering the first pass. A minimal plugin that compiles across 5.0+ beats a feature-rich plugin that only works on one minor version.

Remote Control guidance

Use Remote Control when the task is fundamentally editor-side. Expect HTTP/WebSocket-based control of exposed properties and functions. Do not describe it as a packaged-game runtime automation layer unless the project specifically wires that up.

If the user asks to manipulate Blueprints broadly, separate the request into:

  • editing/inspecting Blueprint-owned objects in the editor → Remote Control/editor tooling
  • calling Blueprint nodes at runtime → plugin-exposed Blueprint library/subsystem

Suggested repository deliverables

When scaffolding an Unreal integration, prefer these outputs:

  • references/architecture.md — integration decisions and tradeoffs
  • references/blueprints.md — Blueprint support patterns
  • assets/OpenClawUnrealPlugin/ — drop-in UE plugin scaffold
  • optional script(s) to copy/install the plugin into a target UE project

Validation checklist

Before claiming success, verify:

  • plugin descriptor exists and names the module(s)
  • .Build.cs includes required dependencies only
  • public headers are minimal
  • Blueprint node names are clear and async behavior is documented
  • no editor-only module is required for runtime-only use
  • version claims are phrased as “designed for UE 5.0+” unless actually compiled/tested across versions

Resources

references/

Read these when needed:

  • references/architecture.md for integration choices and compatibility rules
  • references/blueprints.md for Blueprint-facing API patterns
  • references/remote-control-notes.md for editor automation guidance
  • references/openclaw-api-contract.md for the default /api/unreal/task request/response schema
  • references/repo-evaluation-notes.md for the verified target repo structure and integration implications
  • references/engine-builtins.md for built-in Unreal systems to compose with before adding custom code
  • references/install-strategy.md for engine-source vs project-plugin deployment choices
  • references/integration-map.md for mapping OpenClaw tasks onto confirmed engine systems
  • references/sample-blueprint-flow.md for built-in Blueprint HTTP/JSON wiring
  • references/sample-python-flow.md for editor Python automation patterns
  • references/openclaw-server-notes.md for the OpenClaw-side handler boundary
  • references/sample-uproject-plugin-config.md for project-level plugin enablement
  • references/openclaw-server-handler-example.md for a concrete /api/unreal/task handler sketch
  • references/remote-control-extension-points.md for repo-observed Remote Control / WebRemoteControl source touchpoints
  • references/webremotecontrol-route-observations.md for concrete route/request/response observations from the inspected engine branch

scripts/

Use scripts/install_plugin.sh to copy the scaffold plugin into a target Unreal project.

assets/

Use assets/OpenClawUnrealPlugin/ as the drop-in plugin scaffold for UE 5.0+ projects.

适合场景

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用户想查找某类 Agent Skill 时

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需要根据任务场景推荐可安装能力包时

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能力概览

能力 1

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能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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安装前确认

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