Skill v1.0.0
currentAutomated scan100/100version: "1.0.0" name: unreal-assets description: >- Domain skill - Unreal Engine Content Browser asset management: list, import, export, inspect, and delete assets. Use for package and asset operations in the Unreal Editor. Not for actor placement or transforms - use unreal-actors for that. license: MIT compatibility: Unreal Engine 5.0+, Python 3.9+ allowed-tools: Bash Read Write metadata: meshy-dcc: dcc: unreal version: "0.1.0" layer: domain stage: interchange search-hint: "unreal content browser asset registry import export delete fbx texture package" tags: "unreal, assets, content-browser, import, export, pipeline" tools: tools.yaml
Unreal Assets
Detailed import verification
import_asset refuses a destination containing pre-existing unsaved assets. After the synchronous import, it explicitly saves returned objects and assets newly created or dirtied by that import inside the destination, including materials and textures omitted from AssetImportTask.imported_object_paths. The persistence receipt lists successful saves and failures. A partial save returns an error while leaving imported assets available for inspection; it is not rolled back. Saving is not a fresh-session reload verification.
Call get_asset_info with an exact object path, include_dependencies: true and include_details: true after import. Details report each observation as observed (including a real zero/empty value) or unavailable with a reason. Static meshes include per-LOD render vertices/triangles/sections, section-to-slot mapping, screen sizes, local bounds in centimeters, collision counts, material slots, parent materials, global parameters and package dirty state. Material property readbacks and instance overrides are raw evidence, not a synthesized effective shader result. Layer parameters are outside the global parameter scope.
Direct dependency load checks exclude script packages explicitly. This is not a recursive dependency closure or proof of saved disk state. Native SpeedTree wind binding is not reflected by this contract; shader parameters are not dynamic wind validation. The tool does not save assets, change the level or render a preview.
Tools for Content Browser asset discovery, import, export, inspection, and deletion.
Static Groom imports require HairStrands and AlembicHairImporter. Generic imports of .usd, .usda, .usdc, or .usdz require USDImporter. These dependencies are checked before an import task or Content Browser mutation is created, and failures include the exact missing plugin names.
Scripts
list_assetsimport_assetimport_groom_cacheimport_static_groomexport_assetget_asset_infodelete_assetcreate_ocio_configuration