Agents
Use WorldPlane from Claude Code or Codex
A skill, one folder, that teaches Claude Code or OpenAI Codex to integrate WorldPlane into your own Unreal game and to run WorldPlane for your studio. For your account it uses the worldplane CLI when it is installed, and the HTTP API otherwise.
What the agent can do#
- integrate WorldPlane into your Unreal game (see below);
- create projects and environments;
- check, upload and deploy builds, and roll back;
- stop and wake zones;
- read a zone's status and events, this month's usage and spend, and the audit log.
It asks before anything that costs money or disconnects players: deploys, stopping or waking zones, uploads, keys, members, secrets and budgets. It never prints or commits a token. When the API answers 402, it sends you to the panel to subscribe.
Some of this is HTTP only: the CLI has no status, stop, usage, audit, members or keys commands, so for those the agent calls the API. There is no raw server-log endpoint; "logs" means a build's reason, the zone's events through .../coordinator/v1/history, and the audit log.
Integrating your game#
The skill also teaches the agent the Unreal plugin: how to set it up, and what game code needs to work across servers. It reads your project before it changes anything, makes the smallest change that works, and runs worldplane check before and after.
- installs and enables the
WorldPlaneandWorldPlaneGASplugins, and sets upBuild.cs,DefaultEngine.ini, the plugin settings and a Linux server target; - works through what
worldplane check --fixleaves: multicasts, relevancy, calls and damage on another server's entity, gameplay effects with GAS; - checks what survives a handoff, how the game spawns, and how it uses the GameState;
- explains how to run a zone locally and package the Linux server, and reads the plugin's
WP_log lines with you.
It asks before long Unreal builds and packaging, and where the plugin's behaviour isn't documented it says so rather than guessing.
Download#
worldplane-agent-skill.zip unzips to a worldplane/ folder.
Install in Claude Code#
Unzip into ~/.claude/skills/ (for you, in every project) or .claude/skills/ in a repository (for the team; commit it). Then restart Claude Code.
mkdir -p ~/.claude/skills && unzip worldplane-agent-skill.zip -d ~/.claude/skills
Expand-Archive worldplane-agent-skill.zip -DestinationPath "$HOME\.claude\skills"
Install in Codex#
Unzip into ~/.agents/skills/ (for you) or .agents/skills/ in a repository. Restart Codex if the skill doesn't appear. Older Codex releases read ~/.codex/skills/.
mkdir -p ~/.agents/skills && unzip worldplane-agent-skill.zip -d ~/.agents/skills
Expand-Archive worldplane-agent-skill.zip -DestinationPath "$HOME\.agents\skills"
Sign in#
The agent never signs in for you. Pick one:
- Run
worldplane login --url https://app.worldplane.net --email you@studio.exampleyourself. The agent then acts as you. - Create an API key in the panel's API keys and set
WORLDPLANE_URL=https://app.worldplane.netandWORLDPLANE_KEY=wpk_...before starting the agent. A key can be limited to a role and one project; adeveloperkey deploys only todevandtest.
Example prompts#
Using the worldplane skill: zip Saved/StagedBuilds/LinuxServer, push it to mystudio/mygame as 0.4.2, and deploy it to test. Then tell me the gateway address and what we've spent this month.
Using the worldplane skill, integrate WorldPlane into this Unreal project: read the code first, set up the plugin and config, run worldplane check, and make our NPCs, interactions and attacks work across servers with as few changes as you can.
Make AMyChest work across WorldPlane servers: a player on the next server should be able to open it.
Reference#
The endpoints the agent uses are in the API reference, and the plugin it integrates in Unreal plugin. The skill's own reference/ folder carries a copy for the agent: api.md for the endpoints; unreal-integration.md, cross-server.md, unreal-api.md and troubleshooting.md for the plugin.