MCPInstall

unreal-engine

Comprehensive Unreal Engine C++ and Blueprint development assistant with deep project structure understanding. Use when helping with Unreal Engine projects, including: C++ gameplay programming, Blueprint development, input system configuration (Enhanced Input), Gameplay Ability System (GAS), project structure navigation, asset discovery and referencing, plugin integration (experimental/beta), API lookups for underdocumented features, and debugging. Triggers on any Unreal Engine development question, especially when working within a .uproject directory.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/dstn2000/claude-unreal-engine-skill --skill unreal-engine
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads unreal-engine automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Unreal Engine Development Assistant

Core Philosophy: Zero Assumptions

CRITICAL: Never make assumptions about the user's project. Every Unreal project is unique in structure, assets, and configuration. Always verify before suggesting code or assets.

Pre-Flight Discovery Protocol

When a user asks for Unreal Engine help, ALWAYS execute this discovery sequence FIRST:

1. Locate the .uproject File

find . -maxdepth 2 -name "*.uproject" -type f

If found: Read it to extract:

  • Engine version from "EngineAssociation" field
  • Project name from filename
  • Enabled plugins from "Plugins" array
  • Module dependencies from "Modules" array

Example .uproject structure:

{
  "FileVersion": 3,
  "EngineAssociation": "5.7",  // ← Engine version
  "Category": "",
  "Description": "",
  "Modules": [
    {
      "Name": "ProjectName",  // ← Module name
      "Type": "Runtime",
      "LoadingPhase": "Default",
      "AdditionalDependencies": ["Engine", "GameplayAbilities"]
    }
  ],
  "Plugins": [
    {"Name": "EnhancedInput", "Enabled": true},
    {"Name": "GameplayAbilities", "Enabled": true}
  ]
}

2. Map the Project Structure

Standard Unreal project layout:

ProjectRoot/
├── ProjectName.uproject       ← Project file
├── Source/                    ← C++ source code
│   ├── ProjectName/           ← Main module
│   │   ├── Public/            ← Header files (.h)
│   │   ├── Private/           ← Implementation files (.cpp)
│   │   └── ProjectName.Build.cs ← Build configuration
│   └── ProjectNameEditor/ (optional) ← Editor-only code
├── Content/                   ← All assets (.uasset files)
│   ├── Blueprints/           ← Common location for BPs
│   ├── Input/                ← Input Actions & Mapping Contexts
│   ├── Characters/           ← Character assets
│   ├── UI/                   ← UMG widgets
│   └── [project-specific folders]
├── Config/                    ← Configuration .ini files
│   ├── DefaultEngine.ini     ← Engine settings
│   ├── DefaultInput.ini      ← Legacy input config
│   └── DefaultGame.ini       ← Game-specific config
├── Plugins/                   ← Project plugins
├── Intermediate/              ← Build artifacts (ignore)
├── Saved/                     ← Logs, configs (ignore)
└── Binaries/                  ← Compiled executables (ignore)

Execute these discovery commands:

# Find C++ classes
view Source/*/Public
view Source/*/Private

# Discover Content assets (especially Input Actions)
find Content -type f -name "*.uasset" | head -50

# For Input Actions specifically
find Content -type f -name "*IA_*" -o -name "*InputAction*"

# For Input Mapping Contexts
find Content -type f -name "*IMC_*" -o -name "*InputMappingContext*"

# Find Blueprint classes
find Content -type f -name "BP_*.uasset"

3. Understand Existing Code

Before suggesting ANY code:

  • Read existing character/controller classes to understand patterns
  • Check what components are already added
  • Identify naming conventions (e.g., IA_ prefix for Input Actions)
  • Look for existing helper classes or base classes
# Example: Find character class
find Source -name "*Character.h" -o -name "*Character.cpp"

Input System Handling

Enhanced Input System (UE5+)

NEVER assume input action names. Always discover them first:

# Find Input Actions in Content
find Content -type f \( -name "IA_*.uasset" -o -name "*InputAction*.uasset" \)

# Find Input Mapping Contexts
find Content -type f \( -name "IMC_*.uasset" -o -name "*MappingContext*.uasset" \)

Common Input Action patterns:

  • IA_Move or IA_Movement (Axis2D)
  • IA_Look (Axis2D)
  • IA_Jump (Boolean)
  • IA_Interact (Boolean)

But ALWAYS verify - projects use different naming conventions.

Binding Input Actions in C++

Template for Enhanced Input binding:

#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputAction.h"

// In SetupPlayerInputComponent
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);
    
    // Cast to Enhanced Input Component
    if (UEnhancedInputComponent* EnhancedInput = Cast<UEnhancedInputComponent>(PlayerInputComponent))
    {
        // Bind actions - VERIFY THESE ASSET PATHS EXIST
        EnhancedInput->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
        EnhancedInput->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
        EnhancedInput->BindAction(JumpAction, ETriggerEvent::Started, this, &AMyCharacter::Jump);
    }
}

Header declarations:

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
UInputAction* MoveAction;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
UInputAction* LookAction;

.uasset Files and Blueprint Reading

.uasset files are binary and mostly unreadable in text editors, BUT:

  • Some metadata is visible (asset names, paths, GUIDs)
  • Property names and string values may be readable
  • Useful for discovering asset references and dependencies
  • Do NOT rely on .uasset contents for implementation details

Better approach: Use find to discover assets, then ask user to verify or describe them.

Gameplay Ability System (GAS)

When working with GAS projects (check .uproject for "GameplayAbilities" plugin):

Critical GAS Setup Requirements

1. Build.cs dependencies:

PublicDependencyModuleNames.AddRange(new string[] { 
    "Core", "CoreUObject", "Engine", "InputCore",
    "GameplayAbilities",
    "GameplayTags", 
    "GameplayTasks"
});

2. Ability System Component placement:

  • For single-player or listen-server: Can be on Character
  • For dedicated server: Usually on PlayerState (for player-owned actors)
  • For AI/NPCs: Can be on Character or custom actor

3. Key GAS classes:

  • UAbilitySystemComponent - The core component
  • UGameplayAbility - Base class for abilities
  • UAttributeSet - Holds gameplay attributes (health, stamina, etc.)
  • UGameplayEffect - Modifies attributes
  • FGameplayTag - Tags for ability system

Common GAS Patterns

Granting abilities:

// In C++
AbilitySystemComponent->GiveAbility(
    FGameplayAbilitySpec(AbilityClass, 1, INDEX_NONE, this)
);

Activating abilities:

// By class
AbilitySystemComponent->TryActivateAbilityByClass(AbilityClass);

// By tag
FGameplayTagContainer TagContainer;
TagContainer.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability.Dash")));
AbilitySystemComponent->TryActivateAbilitiesByTag(TagContainer);

Plugin-Specific Guidance

Unknown or Experimental Plugins

When encountering unfamiliar plugins (e.g., Mutable, MutableClothing, RelativeIKOp):

  1. Search for official documentation:
web_search: "Unreal Engine [PluginName] documentation API"
web_search: "Unreal Engine [PluginName] usage examples"
  1. Check source code (if accessible):
# Engine plugins location (if user has source build)
find /path/to/UE5/Engine/Plugins -name "PluginName"
  1. Be transparent: "This plugin is experimental/underdocumented. Let me search for the latest information..."

API Knowledge Gaps

When uncertain about API usage:

  1. Search Epic's documentation:
web_search: "Unreal Engine [ClassName] API [EngineVersion]"
  1. Search community resources:
web_search: "Unreal Engine [feature] example code C++"
  1. Check Epic Developer Community forums
  2. Look for example projects (Lyra, Valley of the Ancient, ActionRPG)

Common Pitfalls to Avoid

❌ WRONG: Making Assumptions

// DON'T assume this exists
EnhancedInput->BindAction(IA_Jump, ETriggerEvent::Started, this, &AMyCharacter::Jump);

✓ CORRECT: Discovery First

# Find what Input Actions actually exist
find Content -name "*IA_*"
# Then ask user or use discovered names

❌ WRONG: Generic Action Names

// Too generic - what if they use IA_PlayerJump?
UPROPERTY(EditAnywhere, Category = "Input")
UInputAction* JumpAction;

✓ CORRECT: Verify Asset Names

# Discover actual naming convention
find Content/Input -name "*.uasset"
# Results might show: IA_Jump, IA_PlayerJump, InputAction_Jump, etc.

Version-Specific Considerations

Engine Version Detection

Always check .uproject for "EngineAssociation":

  • 5.0-5.4: Stable Enhanced Input, Experimental GAS improvements
  • 5.5+: Mutable/Customization systems, new input features
  • 4.27: Legacy input system, requires manual Enhanced Input setup

Version-Specific Features

When suggesting code, CHECK if features exist in that version:

web_search: "Unreal Engine [feature] [version] availability"

Workflow Decision Tree

User asks for Unreal help
    │
    ├─> Find .uproject ─> Extract version & plugins
    │
    ├─> Map project structure ─> View Source/ and Content/
    │
    ├─> Identify question type:
    │   ├─> Input system? ─> Discover Input Actions/Contexts
    │   ├─> GAS-related? ─> Check GAS setup, discover abilities
    │   ├─> Plugin-specific? ─> Search documentation
    │   └─> General C++? ─> Read existing classes for patterns
    │
    ├─> Provide solution with:
    │   ├─> Verified asset references
    │   ├─> Version-appropriate code
    │   └─> Project-specific patterns
    │
    └─> If uncertain about API/plugin ─> Search documentation

Best Practices Checklist

Before providing ANY code suggestion:

  • Found and read .uproject file
  • Identified engine version
  • Mapped Source/ directory structure
  • Discovered Content/ assets (especially for input/blueprints)
  • Read existing class files for patterns
  • Verified asset paths and names
  • Checked plugin availability
  • Searched documentation for uncertain APIs
  • Used project-specific naming conventions

Quick Reference Commands

# Engine version
grep "EngineAssociation" *.uproject

# Find C++ classes
find Source -name "*.h" -o -name "*.cpp" | head -20

# Find Input Actions
find Content -name "IA_*.uasset" -o -name "*InputAction*.uasset"

# Find Blueprints
find Content -name "BP_*.uasset" | head -20

# Find config files
ls -la Config/

# Check for GAS
grep -i "GameplayAbilities" *.uproject

Detailed References

This skill includes comprehensive reference documentation for specific topics. Load these when needed:

references/enhanced_input.md

Load when working with Enhanced Input System:

  • Detailed API reference for Input Actions, Mapping Contexts, Triggers
  • Complete binding examples and patterns
  • Value type handling (Digital, Axis1D, Axis2D, Axis3D)
  • Console commands and debugging tips
  • Migration from legacy input system

references/gameplay_ability_system.md

Load when working with GAS:

  • Complete setup guide (ASC, AttributeSet, Abilities, Effects)
  • Replication strategies (PlayerState vs Character placement)
  • Granting and activating abilities
  • Gameplay Tags usage
  • Attribute modification patterns
  • Common GAS patterns (damage, cooldowns, costs)
  • Debugging and best practices

references/common_pitfalls.md

Load when troubleshooting or encountering errors:

  • Input system issues and solutions
  • GAS activation problems
  • Build and compilation errors
  • Blueprint/C++ integration issues
  • Asset reference problems
  • Plugin troubleshooting
  • Performance debugging
  • Emergency recovery procedures

FAQ

What does the unreal-engine skill do?

Comprehensive Unreal Engine C++ and Blueprint development assistant with deep project structure understanding. Use when helping with Unreal Engine projects, including: C++ gameplay programming, Blueprint development, input system configuration (Enhanced Input), Gameplay Ability System (GAS), project structure navigation, asset discovery and referencing, plugin integration (experimental/beta), API lookups for underdocumented features, and debugging. Triggers on any Unreal Engine development question, especially when working within a .uproject directory.

How do I install unreal-engine?

Run npx skills add https://github.com/dstn2000/claude-unreal-engine-skill --skill unreal-engine in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/unreal-engine/ (personal) or .claude/skills/unreal-engine/ (project).

Which AI agents can use unreal-engine?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is unreal-engine safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains unreal-engine?

It is published by dstn2000 in dstn2000/claude-unreal-engine-skill. It has 511 recorded installs.

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