- Skill ID
- dstn2000/claude-unreal-engine-skill/unreal-engine
- Publisher
- dstn2000
- Repository
- claude-unreal-engine-skill
- Installs
- 0
- Files
- 5
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
dstn2000/claude-unreal-engine-skill/unreal-engineInstalls these files- README.md
- SKILL.md
- references/common_pitfalls.md
- references/enhanced_input.md
- references/gameplay_ability_system.md
What this skill tells the agent
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 fIf 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)
find /path/to/UE5/Engine/Plugins -name "PluginName"- Be transparent: "This plugin is experimental/underdocumented. Let me search for the latest information..."
API Knowledge Gaps
When uncertain about API usage:
- Search Epic's documentation:
web_search: "Unreal Engine [ClassName] API [EngineVersion]"- Search community resources:
web_search: "Unreal Engine [feature] example code C++"- Check Epic Developer Community forums
- Look for example projects (Lyra, Valley of the Ancient, ActionRPG)
Common Pitfalls to Avoid
❌ WRONG: Making Assumptions
// DON'T assume this exists
EnhancedInput->BindAction(IA_Jump, ETriggerEvent::Started, this, &AMyCharacter::Jump);✓ CORRECT: Discovery First
# Find what Input Actions actually exist
find Content -name "*IA_*"Use this skill in a project
Open any RiverX project, search the Skills panel for dstn2000/claude-unreal-engine-skill/unreal-engine, and install it in one click.
