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

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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