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quodsoler/unreal-engine-skills

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A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.

개요

A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.

README

Unreal Engine Skills for AI Agents

A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code. Works with Claude Code, Cursor, Windsurf, and any agent that supports the Agent Skills spec.

Every skill has been audited against Unreal Engine source code to ensure API accuracy — correct function signatures, valid class hierarchies, and real method names. No hallucinated APIs.

Contributions welcome! Found an inaccuracy or want to improve a skill? Open a PR.

What are Skills?

Skills are markdown files that give AI agents specialized knowledge and workflows for specific tasks. When you add these to your project, your agent can recognize when you’re working on an Unreal Engine task and apply the right patterns, APIs, and best practices.

How Skills Work Together

Skills reference each other and build on shared context. The ue-project-context skill is the foundation — it captures your project’s modules, target platforms, and conventions so other skills can give relevant advice.

                          ┌──────────────────────────────────────┐
                          │          ue-project-context           │
                          │    (read by all other skills first)   │
                          └──────────────────┬───────────────────┘
                                             │
    ┌─────────────┬────────────┬─────────────┼────────────┬─────────────┬──────────────┐
    ▼             ▼            ▼             ▼            ▼             ▼              ▼
┌────────┐ ┌──────────┐ ┌──────────┐ ┌───────────┐ ┌──────────┐ ┌──────────┐ ┌───────────┐
│Core C++│ │Gameplay  │ │Rendering │ │  World &  │ │  AI &    │ │  UI &    │ │  Build &  │
│        │ │          │ │& VFX     │ │ Streaming │ │  Logic   │ │  Input   │ │  Tools    │
├────────┤ ├──────────┤ ├──────────┤ ├───────────┤ ├──────────┤ ├──────────┤ ├───────────┤
│cpp-    │ │gameplay- │ │materials │ │world-lvl  │ │ai-nav    │ │ui-umg    │ │module-    │
│ found  │ │ framework│ │niagara   │ │procedural │ │state-tree│ │input-sys │ │ build     │
│actor-  │ │abilities │ │audio     │ │physics    │ │mass-     │ │          │ │editor-    │
│ comp   │ │animation │ │sequencer │ │serial-    │ │ entity   │ │          │ │ tools     │
│        │ │char-move │ │          │ │ savegame  │ │          │ │          │ │testing    │
│        │ │game-feat │ │          │ │data-asset │ │          │ │          │ │async-     │
│        │ │net-repl  │ │          │ │           │ │          │ │          │ │ thread    │
└───┬────┘ └────┬─────┘ └────┬─────┘ └─────┬─────┘ └────┬─────┘ └────┬─────┘ └─────┬─────┘
    │           │            │             │            │             │              │
    └───────────┴─────┬──────┴─────────────┴────────────┴─────────────┴──────────────┘
                      │
       Skills cross-reference each other:
         cpp-foundations ↔ actor-component ↔ gameplay-framework
         gameplay-abilities ↔ animation ↔ character-movement
         ai-navigation ↔ state-trees ↔ mass-entity

See each skill’s Related Skills section for the full dependency map.

Available Skills

Skill Description
ue-actor-component-architecture Actor and component design — BeginPlay, Tick, component attachment, ownership, child actors
ue-ai-navigation AI controllers, behavior trees, blackboards, AI perception, NavMesh, EQS
ue-animation-system AnimInstance, montages, blend spaces, state machines, anim notifies, linked anim graphs
ue-async-threading Async operations, threading, parallel execution, tasks, FRunnable, AsyncTask
ue-audio-system UAudioComponent, SoundCue, MetaSound, attenuation, concurrency, audio analysis
ue-character-movement CharacterMovementComponent, movement modes, root motion, network prediction
ue-cpp-foundations UPROPERTY, UFUNCTION, UCLASS, TArray, TMap, delegates, FString, garbage collection, smart pointers
ue-data-assets-tables DataAsset, DataTable, soft references, TSoftObjectPtr, async loading, Asset Manager
ue-editor-tools Editor utility widgets, Blutility, detail customization, property editors, editor subsystems
ue-game-features Game Feature plugins, modular gameplay, GameFeatureAction, GameFrameworkComponentManager
ue-gameplay-abilities GAS, Gameplay Abilities, Gameplay Effects, Attribute Sets, Gameplay Tags, Gameplay Cues
ue-gameplay-framework GameMode, GameState, PlayerController, PlayerState, Pawn, HUD
ue-input-system Enhanced Input system — Input Actions, Input Mapping Contexts, modifiers, triggers
ue-mass-entity Mass Entity framework, MassProcessor, MassFragment, MassTag, MassObserver (UE 5.5+)
ue-materials-rendering Materials, shaders, dynamic material instances, post-process, render targets, Nanite, Lumen
ue-module-build-system Build.cs, Target.cs, module creation, plugin setup, build configuration
ue-networking-replication Multiplayer networking, replication, RPCs, net roles, server/client authority
ue-niagara-effects Niagara particle systems, VFX, emitters, data interfaces, GPU simulation
ue-physics-collision Collision detection, traces, physics simulation, physical interactions, Chaos physics
ue-procedural-generation PCG framework, ProceduralMesh, instanced mesh, runtime generation, noise
ue-project-context Project context document — modules, target platforms, conventions, team standards
ue-sequencer-cinematics Sequencer, LevelSequence, cutscenes, cinematics, camera tracks, Movie Render Queue
ue-serialization-savegames Save/load systems, player progress persistence, data serialization, FArchive
ue-state-trees State Tree, state machines, StateTreeTask, StateTreeCondition, StateTreeEvaluator
ue-testing-debugging Automation tests, functional tests, UE_LOG, visual logger, debug drawing
ue-ui-umg-slate UMG, Slate, UserWidget, HUD, BindWidget, Common UI, MVVM
ue-world-level-streaming World Partition, level streaming, level travel, data layers, world subsystems

Installation

Use npx skills to install skills directly:

# Install all skills
npx skills add quodsoler/unreal-engine-skills

# Install specific skills
npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations ue-gameplay-abilities

# List available skills
npx skills add quodsoler/unreal-engine-skills --list

This automatically installs to your .agents/skills/ directory (and symlinks into .claude/skills/ for Claude Code compatibility).

Option 2: Clone and Copy

Clone the entire repo and copy the skills folder:

git clone https://github.com/quodsoler/unreal-engine-skills.git
cp -r unreal-engine-skills/skills/* .agents/skills/

Option 3: Git Submodule

Add as a submodule for easy updates:

git submodule add https://github.com/quodsoler/unreal-engine-skills.git .agents/unreal-engine-skills

Then reference skills from .agents/unreal-engine-skills/skills/.

Option 4: Fork and Customize

  1. Fork this repository
  2. Customize skills for your specific project
  3. Clone your fork into your projects

Option 5: SkillKit (Multi-Agent)

Use SkillKit to install skills across multiple AI agents (Claude Code, Cursor, Copilot, etc.):

# Install all skills
npx skillkit install quodsoler/unreal-engine-skills

# Install specific skills
npx skillkit install quodsoler/unreal-engine-skills --skill ue-cpp-foundations ue-gameplay-abilities

# List available skills
npx skillkit install quodsoler/unreal-engine-skills --list

Usage

Once installed, just ask your agent to help with Unreal Engine tasks:

"Add a replicated health attribute with GAS"
→ Uses ue-gameplay-abilities skill

"Set up World Partition streaming for my open world"
→ Uses ue-world-level-streaming skill

"Create a Niagara system driven by C++ parameters"
→ Uses ue-niagara-effects skill

"Write an automation test for my inventory system"
→ Uses ue-testing-debugging skill

You can also invoke skills directly:

/ue-cpp-foundations
/ue-gameplay-abilities
/ue-networking-replication

Skill Categories

Core C++

  • ue-cpp-foundations — UPROPERTY, UFUNCTION, containers, delegates, GC, smart pointers
  • ue-actor-component-architecture — Actor lifecycle, component design, attachment, spawning
  • ue-module-build-system — Build.cs, Target.cs, modules, plugins, build configuration

Gameplay Systems

  • ue-gameplay-framework — GameMode, GameState, PlayerController, PlayerState, Pawn
  • ue-gameplay-abilities — GAS: abilities, effects, attributes, tags, cues
  • ue-animation-system — AnimInstance, montages, blend spaces, anim notifies
  • ue-character-movement — CMC, movement modes, root motion, network prediction
  • ue-game-features — Game Feature plugins, modular gameplay
  • ue-networking-replication — Replication, RPCs, net roles, prediction

Rendering & VFX

  • ue-materials-rendering — Materials, shaders, MIDs, post-process, Nanite, Lumen
  • ue-niagara-effects — Niagara particles, emitters, data interfaces, GPU sim
  • ue-audio-system — Audio components, SoundCue, MetaSound, spatial audio
  • ue-sequencer-cinematics — Sequencer, cinematics, camera, Movie Render Queue

World & Data

  • ue-world-level-streaming — World Partition, level streaming, data layers
  • ue-procedural-generation — PCG framework, procedural mesh, runtime generation
  • ue-physics-collision — Traces, collision, Chaos physics, physical interactions
  • ue-serialization-savegames — Save systems, FArchive, serialization
  • ue-data-assets-tables — DataAsset, DataTable, soft references, async loading

AI & Logic

  • ue-ai-navigation — AI controllers, behavior trees, EQS, NavMesh, perception
  • ue-state-trees — State Tree, tasks, conditions, evaluators
  • ue-mass-entity — Mass Entity framework, processors, fragments, observers

UI & Input

  • ue-ui-umg-slate — UMG, Slate, Common UI, MVVM, widget binding
  • ue-input-system — Enhanced Input, actions, mapping contexts, modifiers

Build & Tools

  • ue-editor-tools — Editor utility widgets, detail customization, editor subsystems
  • ue-testing-debugging — Automation tests, functional tests, logging, debug tools
  • ue-async-threading — Async tasks, threading, parallel execution, concurrency

Project Setup

  • ue-project-context — Project context document capturing your specific setup and conventions

API Accuracy

These skills have gone through multiple rounds of source-level auditing against Unreal Engine headers to fix incorrect or hallucinated API calls. Over 160 inaccuracies have been identified and corrected, including:

  • Wrong function signatures and return types
  • Non-existent methods (common in LLM-generated UE code)
  • Deprecated APIs replaced with current alternatives
  • Incorrect class hierarchies and inheritance chains

If you find an API call that doesn’t match the engine source, please open an issue.

Contributing

Found a way to improve a skill? Have a new skill to suggest? PRs and issues welcome!

Guidelines

  • name must match directory name exactly (lowercase, hyphens only)
  • description should include trigger phrases for skill discovery
  • SKILL.md must be under 500 lines (move details to references/)
  • Verify API calls against Unreal Engine source before submitting

License

MIT — Use these however you want.

View this README on GitHub

추천 도구

다른 키워드를 입력하거나 필터를 제거해 보세요.

설치

npx skillfish add quodsoler/unreal-engine-skills