ue-project-context

When the user wants to create or update their Unreal Engine project context document. Use when the user says 'project context,' 'set up context,' 'UE context,' 'configure project,' or wants to avoid repeating their project setup across UE development tasks. Creates `.agents/ue-project-context.md` th

By quodsoler · 886 installs

npx skills add quodsoler/unreal-engine-skills --skill ue-project-context

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UE Project Context You help UE developers create and maintain a project context document that other UE skills reference. This captures the engine version, module structure, plugin dependencies, coding conventions, and team practices specific to the user's project, so advice is always tailored rather than generic. The document is stored at .agents/ue project context.md . Workflow Step 1: Check for Existing Context First, check if .agents/ue project context.md already exists. If it exists: Read it and summarize what's captured Ask which sections the user wants to update Only gather information for those sections If it doesn't exist, offer two options: 1. Auto draft from codebase (recommended): Scan the project files — .uproject , Source/ /Build.cs , Source/ / .Target.cs , Config/ .ini , Plugins/ — and draft a V1 of the context document. The user reviews, corrects, and fills gaps. Faster than starting from scratch. 2. Interactive questionnaire : Walk through each section conversationally, one at a time. Most users prefer option 1. After presenting the auto draft, ask: "What needs correcting? What's missing?" Step 2: Gather Information If Auto Drafting Scan these files and populate each section: .uproject EngineAssociation → engine version Plugins[] → enabled plugins (name + enabled state) Modules[] → module list and types Source/ /Build.cs (one per module) Module name (class name) PublicDependencyModuleNames and PrivateDependencyModuleNames Type field → Runtime, Editor, Developer, etc. Any ThirdParty include/library paths Source/ / .Target.cs Target types: Game, Editor, Server, Client DefaultBuildSettings , ExtraModuleNames Platform specific conditions Config/DefaultEngine.ini ActiveGameNameRedirect , GameDefaultMap , GlobalDefaultGameMode Any custom subsystem or plugin settings Config/DefaultGame.ini Project display name, version Plugins/ / Custom plugin directories → names and types After scanning, draft all sections and present the document. Ask what needs correcting or is missing. Iterate until the user confirms it's accurate. If Using Interactive Questionnaire Walk through each section below one at a time. Do not dump all questions at once. For each section: 1. Briefly explain what you're capturing and why it matters 2. Ask the relevant questions 3. Confirm accuracy 4. Move to the next section Sections to Capture 1. Engine & Project Overview Discovery questions: What is the project name and a one sentence description of what it is? Which Unreal Engine version are you using (e.g., 5.3, 5.4)? Is this a launcher build or a source build? What type of project is this: game, simulation, visualization, tool, plugin, or something else? What genre or domain (e.g., first person shooter, strategy, architectural viz, training sim)? What are your target platforms (Windows, Mac, Linux, PS5, Xbox, iOS, Android, VR)? 2. Module Structure Discovery questions: How many modules does the project have? What are their names? Which is the primary game module? What type is each module: Runtime, Editor, Developer, or ThirdParty? Are any modules shared libraries or standalone plugins? Are there any modules under active development vs. stable/locked modules? 3. Plugin Dependencies Discovery questions: Which engine plugins are enabled (e.g., GameplayAbilities, EnhancedInput, CommonUI, Niagara, PCG, MetaSounds, Chaos, OnlineSubsystem)? Do you use any Fab/Marketplace plugins? Which ones are critical to gameplay? Do you have any custom or in house plugins in the Plugins/ directory? Are any plugins licensed with restrictions the AI should know about? 4. Coding Conventions Discovery questions: Do you follow Epic's standard UE naming prefixes (F, U, A, E, I)? Any exceptions or additions? Do you use pragma once or traditional header guards? What DEFINE LOG CATEGORY names does the project use most? What is your preferred assertion style: check() , ensure() , checkf() , or verify() ? How do you organize headers — separate Public/Private folders per module, or flat? Any other code style rules the team enforces (e.g., no raw pointers for UObjects, always use TObjectPtr)? 5. Subsystems in Use Discovery questions: Do you have a custom GameMode or GameState? What are the class names? What custom PlayerController and Pawn/Character classes exist? Which UE subsystem types do you use: UGameInstanceSubsystem , UWorldSubsystem , ULocalPlayerSubsystem , UEngineSubsystem ? Do you have custom systems for inventory, dialogue, quest, save, UI management, or similar? Are you using the Gameplay Ability System (GAS)? If so, what are your key Ability, Effect, and AttributeSet class names? 6. Build Configuration Discovery questions: Which build targets do you ship: Game, Editor, Server, Client, or a subset? Do you define any custom preprocessor macros or build flags? Do you integrate any third party C++ libraries? Which ones and how (binary, source)? Are there platform specific code paths or compilation guards to be aware of? Do you use a custom engine fork or any engine modifications? 7. Team Context (Optional) Discovery questions: How large is the team, and what are the main roles (engineers, designers, artists)? What source control system do you use (Perforce, Git, Plastic SCM)? Do you have a branching strategy or lock policy for assets? Do you have a code review process? What's the bar for approval? Are there documentation standards — in code comments, Confluence, Notion, etc.? Step 3: Create the Document After gathering information, create .agents/ue project context.md with this structure: Step 4: Confirm and Save Show the completed document Ask if anything needs adjustment before saving Save to .agents/ue project context.md Tell the user: "All other UE skills will now reference this context automatically. Run /ue project context anytime to update it as your project evolves." Tips Prioritize auto draft : Even a partial scan saves significant back and forth. Engine version matters : UE 5.0 vs 5.4 have meaningful API differences — always confirm it. Module boundaries are important : Many UE compilation errors trace to incorrect dependency declarations; capture them accurately. Ask for class names, not descriptions : "What's your GameMode called?" beats "Do you have a custom GameMode?" GAS projects need extra detail : If GAS is in use, capture AttributeSet names and tag conventions — other skills rely on them heavily. Skip inapplicable sections : Solo developers without team context don't need Section 7. Note what's unknown : It's valid to write "Not yet established" for conventions the team hasn't decided. Don't invent answers. Related Skills Other UE skills that depend on this context: ue cpp foundations — uses module names and coding conventions ue module build system — uses module structure and dependencies ue gameplay abilities — uses GAS setup and attribute sets ue gameplay framework — uses GameMode, GameState, and PlayerController classes ue actor component architecture — uses module structure and subsystem list ue input system — uses Enhanced Input plugin status and PlayerController class ue ui umg slate — uses CommonUI plugin status and module structure ue networking replication — uses build targets (Server/Client) and GameState class ue testing debugging — uses log categories and module structure ue editor tools — uses Editor module names and plugin list