level-actors
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "actors-and-components"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Level Actors Skill
🔀 Engine owns the basics now. In the Unreal 5.8 consolidation, listing / finding / spawning / moving / transforming / selecting actors moved to Unreal's native toolsets —
ActorTools,SceneTools, andEditorAppToolset(selection, camera, PIE, screenshots), reachable viacall_tool. Equivalently you can driveunreal.EditorActorSubsystem/unreal.LevelEditorSubsystemdirectly fromexecute_python_code(shown throughout below). VibeUE'sActorServicewas trimmed to only the delta the engine doesn't provide: transform lock (set_actor_lock_location), absolute-transform flags, preserve-scale-ratio, viewport camera framing (get_actor_view_camera/calculate_actor_view/set_viewport_camera), and full property dumps (get_all_properties).ActorService.add_actor/set_property/get_propertyno longer exist — use the engine toolsets orEditorActorSubsystemfor spawning and property edits.