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unreal-mcp

Automate Unreal Engine editor scenes, actors, and renders.

60

Quality

71%

Does it follow best practices?

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SecuritybySnyk

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tessl review fix ./optional-skills/creative/unreal-mcp/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

85%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is a strong, expert-grade operating manual: it teaches the discovery-not-memorize contract, the serial-call discipline, plain-English-to-scene translation, and explicit verification with checklists, while offloading bulk detail to five well-signaled, real reference files. The only real weaknesses are mild redundancy across sections and the absence of a single inline worked `call_tool` example, both minor. Combined with a frontmatter description that undersells the same skill, the content is markedly stronger than its own routing metadata.

Suggestions

De-duplicate the one-call-at-a-time rule: state it once in the Operating Loop and let the Pitfalls section point back to it rather than restating it twice.

Include one short inline example of a complete `call_tool` payload (toolset_name + short tool_name + arguments) in the Tool Surface section so the dispatch shape is visible without opening recipes.md.

Trim second-person art-direction asides that repeat guidance already in the verification steps (e.g. restating screenshot review in both step 5 and step 4 of the scene plan).

DimensionReasoningScore

Conciseness

The body is dense with genuinely non-obvious, environment-specific facts (AllToolsets vs. Unreal MCP plugin split, serial game-thread execution, tool-search mode, label vs. name, lux/Kelvin calibration) and never explains concepts Claude already knows. It is not score 5 because a few rules are stated redundantly across sections (the one-call-at-a-time rule appears in Operating Loop #2, #3, and again in Pitfalls; "save often" advice repeats) and a few sentences could be trimmed. It is not score 3 because there is no padded or unnecessary explanation block.

4 / 5

Actionability

Highly concrete: exact menu paths ("Edit > Plugins", "Editor Preferences > General > Model Context Protocol"), copy-paste commands (`hermes mcp install unreal-engine`, `ModelContextProtocol.StartServer`, `ModelContextProtocol.RefreshTools`), exact tool names (`mcp_unreal_engine_list_toolsets`), config keys and paths (`mcp_servers.unreal-engine.timeout` in `~/.hermes/config.yaml`). It is not score 5 because no inline example of a complete `call_tool` invocation with an argument payload is shown — that shape is deferred to `references/recipes.md`. It is not score 3 because everything given is directly executable, not pseudocode or high-level hints.

4 / 5

Workflow Clarity

The 7-step Operating Loop and the 5-step "From Plain English to a Scene" plan are explicitly sequenced, with validation woven in ("Read every result", read-back after property writes, re-query + screenshot at each milestone) plus a dedicated Verification Checklist and concrete error-recovery branches (missing tools = wrong start order; hung call = modal dialog; timeout = raise config timeout). This matches the anchor-5 example's validate → fix → retry structure with a checklist for the complex process; batch/destructive operations are explicitly guarded by save-before-and-after rules.

5 / 5

Progressive Disclosure

SKILL.md is a genuine overview (~240 lines of rules and loop) with a Reference Files table describing each of the five reference files, plus targeted inline pointers at the exact point of need ("references/scene-craft.md has the numbers", "references/advanced-workflows.md" for batching). All five referenced files exist, are one level deep, and their contents match the table's descriptions. It is not score 4 because there is no organization gap — navigation is easy and every split is appropriate.

5 / 5

Total

18

/

20

Passed

Description

57%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is concise, accurate, in third person, and unmistakably distinctive, but it under-sells the skill: one verb plus three nouns with no "Use when..." trigger clause and no synonym coverage (UE5, level, lighting, cinematics). It reads as a domain label rather than a capability-and-trigger statement, which will cost it both discoverability and completeness in routing decisions.

Suggestions

Add an explicit trigger clause, e.g. "Use when the user wants anything built, changed, or rendered in Unreal Engine — levels, actors, lighting, materials, cinematics, or screenshots."

Enumerate the concrete actions the skill performs (spawn/move/delete actors, set up lighting and atmosphere, tune material instances, frame camera shots, capture renders) instead of the single verb "Automate".

Include the natural synonyms users say — "UE5", "unreal", "level", "lighting", "cinematic" — so the description matches how the skill is actually invoked.

DimensionReasoningScore

Specificity

"Automate Unreal Engine editor scenes, actors, and renders." names the domain and the objects worked on (scenes, actors, renders) but hangs them all on a single generic verb ("Automate"), so it lists 1-2 concrete actions rather than several specific ones. It is not score 4 because no distinct operations (spawn/move actors, set lighting, import assets, capture screenshots) are enumerated; it is not score 2 because the domain is named and the objects are concrete, not minimal.

3 / 5

Completeness

The "what" is clear (automate editor scenes, actors, and renders) but there is no "Use when..." clause or any equivalent trigger guidance, which caps completeness at 3 per the rubric. It is not score 4 because "when" is entirely absent rather than merely under-specified; it is not score 2 because the "what" is concrete and specific, not vague.

3 / 5

Trigger Term Quality

Core natural terms are present ("Unreal Engine", "scenes", "actors", "renders"), but common variations and synonyms users actually say are missing: "UE5"/"UE", "level", "lighting", "cinematic", "screenshot". It is not score 4 because the keyword set stops at the domain nouns without the synonym spread of the anchor-4 example; it is not score 2 because the terms given are natural and relevant, not generic.

3 / 5

Distinctiveness Conflict Risk

"Unreal Engine editor" is a clear niche with distinct triggers; no other common skill would compete for "Automate Unreal Engine editor scenes, actors, and renders." It is not score 4 because there is no meaningful overlap risk with closely related skills — the domain naming is unambiguous.

5 / 5

Total

14

/

20

Passed

Validation

81%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 13 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_version

'metadata.version' is missing

Warning

metadata_field

'metadata' should map string keys to string values

Warning

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

13

/

16

Passed

Repository
NousResearch/hermes-agent
Reviewed

Table of Contents

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