meshy-dev/meshy-dcc-adapters/meshy-unreal
Claude Code and agent skill by meshy-dev/meshy-dcc-adapters
- community
Checking that the SKILL.md file is still in the repository.
Domain skill — Hand Meshy models to the Unreal Editor: import a GLB or FBX from disk into /Game/Meshy/<name>, place it in the open level through undo, read back meshes, materials and textures, and render a capture. Use session to check the editor, the open level and unsaved maps and assets before and after.
Install
npx vskill@latest install meshy-dev/meshy-dcc-adapters/meshy-unrealSKILL.md
Meshy Unreal handoff
Use session to confirm the editor PID, project, open level and unsaved maps and assets. dirty is null when Unreal cannot report unsaved state; treat that as unsaved. engine_unsaved lists engine content that got dirty on its own (a material gaining a usage flag); it is not the user's work, it does not count as unsaved, and it must never be saved.
- If
sessionreportslevel_in_project: false(the editor opened an engine
template map), create a project level with unreal-level create_level, for example {"level_path": "/Game/Maps/Handoff", "template_path": "/Engine/Maps/Templates/Template_Default"} for sky, lights and a floor. Never save over an engine map.
- Download the model with
meshyand keep it on disk. A GLB carries its
textures. For an FBX, keep Meshy's PNGs next to it: <name>.png, <name>_normal.png, <name>_metallic.png, <name>_roughness.png.
import_modelwithsource_pathand anameimports into
/Game/Meshy/<name> and saves those assets. A GLB keeps Unreal's glTF PBR material. For an FBX, the texture set (found by name, or passed as textures) becomes one PBR material M_<name> on every slot, because Unreal's FBX material would read roughness as shininess. The model is placed with its base at location (default the world origin). The tool refuses a folder that already holds assets. Never repeat it when the outcome is unknown; inspect instead.
inspect_modelwithactorset to that name reads back vertices,
triangles, bounds, material slots and, per texture, the role it feeds, its sRGB, compression and green-channel flip. Unreal may build Nanite for a dense Meshy mesh (nanite: true); after the editor reloads it, vertex and triangle counts are the fallback mesh's, not the source's.
capture_modelwith the actor and afile_namerenders
<project>/Saved/MeshyDcc/<file_name>.png, also while the editor is in the background. Imported Meshy models face +Y, and the views are relative to that: front looks at the face, three_quarter from the front left. Bindings are not visual proof; look at the capture before claiming the appearance is right.
- Save the level with
unreal-levelsave_levelonly when asked, then check
that session reports dirty: false.
To close an editor that meshy-dcc start-instance launched, use meshy-dcc stop-instance. Unreal would quit without asking to save, so the stop refuses while any map or asset of the project is unsaved, or when the editor cannot tell, unless the user agreed to discard it (--discard-unsaved).
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingmeshy-dcc-unreal/src/meshy_dcc_unreal/skills/meshy-unreal/SKILL.md
Popularity
- 7-day trend score
- 0
Not refreshed yet.
Works with
Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
- Claude Code
- Cursor
- GitHub Copilot
- Windsurf
- Codex
- Gemini CLI
- Cline
- Amp
- Roo Code
- Goose
- Continue
- Kilo Code
- Junie
- Trae
- OpenHands
- Qwen Code
- AI Agent
- Tabnine Chat
- Sourcegraph Cody
- Amazon Q
- Firebase Genkit
- Sweep
- Devin
- Phind
- Mentat
- Claude Desktop
- Aider
- GPT Pilot
- Plandex
- bolt.new
- v0
- Replit Agent
- Anse
- TypingMind
- BetterChatGPT
- LibreChat
- Warp AI
- Pieces
- Fig AI
Embed badge
[](https://verified-skill.com/skills/meshy-dev/meshy-dcc-adapters/meshy-unreal)