SuperAPI AI Directory

unreal-fab-assets

Design & creation

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Updated 10-15 20:34

About this skill

Unreal Fab Assets

Use the official Fab window in Unreal Engine for acquisition. UE-format Fab content must be added to a project through the Fab integration or Epic Games Launcher; do not scrape listing downloads or reproduce Fab's authenticated client.

Workflow

  1. Inventory the live Unreal instance and load ui-control plus unreal-assets.
  2. Call inspect_fab_session. It reports only a boolean authentication state; access and refresh tokens never leave the Unreal process. Opening an approved listing triggers Fab's persistent Epic login. If it still requires login, call request_fab_login, let the user complete Epic's account portal, then inspect again. Never request credentials from the user.
  3. Turn the user's art direction into an explicit visual gate before search: required and rejected silhouette, material, palette, era, and animation traits. Filter to Free, Unreal Engine format, and a version compatible with the running engine. Reject a technically compatible listing when it fails the visual gate; do not use low-poly or stylized stand-ins for a realistic brief.
  4. Before acquisition, report the listing title, publisher, source URL, license, supported engine version, and expected destination. Do not accept a new EULA, acquire a listing, or add it to the project without task-scoped user approval.
  5. Call open_fab_listing with the approved listing UUID, then use the Fab integration's Add to My Library and Add to Project flow through scoped ui-control. Never enter credentials, solve a CAPTCHA, bypass region/account policy, or automate paid content. Stop on authentication or confirmation boundaries.
  6. Take a fresh snapshot after every UI action. When the download finishes, verify the new package with unreal_assets__list_assets and unreal_assets__get_asset_info. For characters and creatures, also verify skeletal mesh, skeleton, idle/move/attack/hit/death animation coverage, and material instances before replacing a prototype asset.
  7. Record a compact manifest containing the listing metadata, license, source URL, acquisition time, Content Browser paths, and verification result.
  8. Always finish with ui_control__stop_computer_use, including failure and user interruption paths.

Fab content may be incorporated into a packaged project under its listing license. Do not redistribute downloaded source assets as a standalone bundle.

Scripts

  • prepare_free_asset_acquisition
  • inspect_fab_session
  • request_fab_login
  • open_fab_listing