unreal-engine▌
dstn2000/claude-unreal-engine-skill · updated Apr 8, 2026
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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.
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_MoveorIA_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 componentUGameplayAbility- Base class for abilitiesUAttributeSet- Holds gameplay attributes (health, stamina, etc.)UGameplayEffect- Modifies attributesFGameplayTag- 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):
- Search for official documentation:
web_search: "Unreal Engine [PluginName] documentation API"
web_search: "Unreal Engine [PluginName] usage examples"
- Check source code (if accessible):
# Engine plugins location (if user has source build)
how to use unreal-engineHow to use unreal-engine on Cursor
AI-first code editor with Composer
1Prerequisites
Before installing skills in Cursor, ensure your development environment meets these requirements:
- ›Cursor installed and configured on your development machine
- ›Node.js version 16.0+ with npm package manager (verify with
node --version) - ›Active project directory or workspace where you want to add unreal-engine
2Execute installation command
Execute the skills CLI command in your project's root directory to begin installation:
$npx skills add https://github.com/dstn2000/claude-unreal-engine-skill --skill unreal-engineThe skills CLI fetches unreal-engine from GitHub repository dstn2000/claude-unreal-engine-skill and configures it for Cursor.
3Select Cursor when prompted
The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:
◆ Which agents do you want to install to?││ ── Universal (.agents/skills) ── always included ────│ • Amp│ • Antigravity│ • Cline│ • Codex│ ●Cursor(selected)│ • Cursor│ • Windsurf4Verify installation
Confirm successful installation by checking the skill directory location:
.cursor/skills/unreal-engineReload or restart Cursor to activate unreal-engine. Access the skill through slash commands (e.g., /unreal-engine) or your agent's skill management interface.
⚠Security & Verification Notice
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.
Additional Resources
List & Monetize Your Skill
Submit your Claude Code skill and start earning
GET_STARTED →Use Cases▌
User Story & Requirements Generation
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
✓Reduce spec writing time by 50%, ensure comprehensive coverage
Competitive Analysis
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
✓Complete competitive research in 2 hours instead of 2 days
Roadmap Prioritization
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
✓Make data-driven prioritization decisions faster
Stakeholder Communication
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
✓Save 3-5 hours/week on communication overhead
Implementation Guide▌
Prerequisites
- ›Claude Desktop or compatible AI client
- ›Access to product documentation and roadmap tools (Jira, Notion, etc.)
- ›Understanding of product management frameworks (RICE, Jobs-to-be-Done, etc.)
- ›Stakeholder contact information and communication channels
Time Estimate
30-60 minutes to see productivity improvements
Installation Steps
- 1.Install product management skill
- 2.Start with user story generation for known feature
- 3.Progress to competitive analysis: research 2-3 competitors
- 4.Use for roadmap prioritization: apply RICE/ICE scoring
- 5.Draft stakeholder communications and refine based on feedback
- 6.Build template library for recurring PM tasks
- 7.Share effective prompts with product team
Common Pitfalls
- ⚠Not validating competitive research—verify facts before sharing
- ⚠Accepting user stories without involving engineering team
- ⚠Over-relying on frameworks without qualitative judgment
- ⚠Not customizing outputs to company culture and communication style
- ⚠Skipping stakeholder validation of generated requirements
Best Practices▌
✓ Do
- +Validate research and competitive analysis with real data
- +Collaborate with engineering when generating technical requirements
- +Customize frameworks and templates to your company context
- +Use skill for first drafts, refine with stakeholder input
- +Document successful prompt patterns for PM tasks
- +Combine AI efficiency with human judgment and intuition
✗ Don't
- −Don't publish competitive analysis without fact-checking
- −Don't finalize user stories without engineering review
- −Don't make prioritization decisions solely on AI scoring
- −Don't skip customer validation of generated requirements
- −Don't ignore company-specific context and culture
💡 Pro Tips
- ★Provide context: company goals, constraints, customer feedback
- ★Ask for alternatives: 'Show 3 ways to prioritize this roadmap'
- ★Request stakeholder-specific formatting: 'Executive summary vs. engineering spec'
- ★Use skill for 70% generation + 30% customization to company needs
When to Use This▌
✓ Use When
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid When
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
Learning Path▌
- 1Basic: user stories, feature specs, status updates
- 2Intermediate: competitive analysis, prioritization frameworks, PRDs
- 3Advanced: product strategy, go-to-market planning, OKR setting
- 4Expert: product vision, market positioning, business model innovation
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
general reviewsRatings
4.8★★★★★70 reviews- ★★★★★Diego Zhang· Dec 28, 2024
Registry listing for unreal-engine matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Li Patel· Dec 24, 2024
Useful defaults in unreal-engine — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Diego Johnson· Dec 24, 2024
Keeps context tight: unreal-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Amina Liu· Dec 20, 2024
We added unreal-engine from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Aisha Garcia· Dec 16, 2024
I recommend unreal-engine for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Mateo Taylor· Dec 12, 2024
unreal-engine is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Chaitanya Patil· Dec 4, 2024
Keeps context tight: unreal-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Piyush G· Nov 23, 2024
Registry listing for unreal-engine matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Naina Desai· Nov 19, 2024
Keeps context tight: unreal-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Aisha Jackson· Nov 15, 2024
unreal-engine has been reliable in day-to-day use. Documentation quality is above average for community skills.
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