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
By dstn2000 · 495 installs
npx skills add dstn2000/claude-unreal-engine-skill --skill unreal-engine
Source repository · Upstream listing
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
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 :
2. Map the Project Structure
Standard Unreal project layout :
Execute these discovery commands:
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
Input System Handling
Enhanced Input System (UE5+)
NEVER assume input action names . Always discover them first:
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 :
Header declarations :
.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 :
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 :
Activating abilities :
Plugin Specific Guidance
Unknown or Experimental Plugins
When encountering unfamiliar plugins (e.g., Mutable, MutableClothing, RelativeIKOp):
1. Search for official documentation :
2. Check source code (if accessible):
3. 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 :
2. Search community resources :
3. Check Epic Developer Community forums
4. Look for example projects (Lyra, Valley of the Ancient, ActionRPG)
Common Pitfalls to Avoid
❌ WRONG: Making Assumptions
✓ CORRECT: Discovery First
❌ WRONG: Generic Action Names
✓ CORRECT: Verify Asset Names
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:
Workflow Decision Tree
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
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