unreal-skill
Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`).
Install / Use
npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-skillInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
AutomationSupported Platforms
Our assessment of unreal-skill
unreal-skill scores 91/100 on our quality scale, 1066th of 2,873 Automation skills we index (top 38%).
Its SKILL.md is 6.8 KB long, well organised into 11 sections with 2 code examples: a thorough specification that gives an agent plenty to work with.
With 1,740 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated 10 days ago, so unreal-skill is actively maintained.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
unreal-skill compared with similar skills
All 4 of these similar skills score higher than unreal-skill; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| unreal-skill (this skill)by EpicGames | 91 | 1.7k | 10d ago | SKILL.md |
| Agent-Reachby Panniantong | 100 | 109.8k | 1d ago | CLAUDE.md |
| headroomby headroomlabs-ai | 100 | 79.1k | today | CLAUDE.md |
| CowAgentby zhayujie | 100 | 47.8k | today | CLAUDE.md |
| Scraplingby D4Vinci | 100 | 99.1k | 1d ago | MCP Server |
Frequently asked questions
- How do I install unreal-skill?
- Run
npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-skill. The install tabs above show the steps for each supported agent. - Which AI agents does unreal-skill work with?
- It is written for Claude Code, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is unreal-skill safe to use?
- It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is unreal-skill still maintained?
- The repository was last updated 10 days ago, so unreal-skill is actively maintained.
Skill content
View source on GitHubname: unreal-skill
description: "Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under .claude/skills/). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a SKILL.md inside a UE plugin's Skills/ or Python/skills/ folder; defining a Python skill class registered with the skill registry; calling CreateSkill, ListSkills, or GetSkills MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under .claude/skills/ or ~/.claude/skills/, or generic uses of the word 'skill'."
Unreal Skill
You are authoring an Unreal Engine Agent Skill: a named, reusable bundle of instructions that packages essential knowledge the agent either doesn't know or needs to pay close attention to. A skill can provide general best practices in a domain, guidance on a specific workflow, or a mix of both.
Principles
A good skill is:
Novel: The content should be things the agent doesn't already know or can't learn by using tools. If the agent could figure it out by calling a tool, don't put it in a skill.
Collegial: Write like you're briefing a knowledgeable colleague, not authoring documentation. Assume the reader understands Unreal. Give them what they need to act, not a full explanation of how everything works.
Flexible: Skills can include conceptual explanations, step-by-step instructions, or a mix. Use whichever form makes the guidance clearest for the task.
Durable: Don't embed property names, tool names, or other details that change over time. Skills that reference specific API names break silently when those names change.
Agnostic: Don't reference orchestration systems, role names, model names, or anything about how the agent is wired up. Skills should work regardless of the surrounding infrastructure.
Parsimonious: Every token costs context. Put them where they matter most and cut anything that isn't essential or evergreen. If a sentence wouldn't be missed, remove it.
Before You Write
Work through these questions before writing anything.
1. Does the skill already exist? Call ListSkills via MCP to see all registered skills in the project, then GetSkills on anything relevant. If the capability is already covered, point the user to the existing skill rather than creating a new one.
2. Choose the implementation path. Two paths exist and the choice depends on where the skill lives:
- Python class: The right choice when the skill is part of a code plugin. It lives alongside the plugin's Python toolsets, is version-controlled with the plugin, and is registered automatically when the plugin loads.
- UAsset: The right choice when the skill is project-specific and doesn't belong in a plugin. Create it directly in the Content Browser using
CreateSkillvia MCP. No code required.
Structure
Every Unreal skill has two fields.
Description: Loaded at discovery time, before the skill's full instructions are read. One or two sentences that clearly describe what the skill covers and when it applies.
Instructions: The skill's payload. The actual guidance the agent follows when the skill is active. Apply the principles above: focus on what tools can't teach and cut anything not essential.
The agent discovers and dispatches tools at runtime through the unreal-mcp meta-tools (list_toolsets, describe_toolset, call_tool), so write instructions that assume the agent will find the tools it needs rather than naming a fixed toolset list.
Python Skills
A Python skill is a UAgentSkill subclass defined in a Python file inside a plugin. Use this path when the skill belongs to a code plugin and should be version-controlled with the plugin.
Authoring
Decorate the class with @agent_skill and inherit from unreal.AgentSkill. The two fields from the Structure section map to class attributes:
- The class docstring becomes the
Description. Keep it to one or two sentences. instructionsis a class attribute string containing the guidance loaded when the skill activates.
import unreal
from toolset_registry.agent_skill import agent_skill
_INSTRUCTIONS = (
'Do X before Y, because Z.\n'
'Always verify the result after performing the operation.\n'
)
@agent_skill
class MySkill(unreal.AgentSkill):
"""Provides guidance on doing X in Unreal Engine.
Apply this skill whenever the user wants to accomplish X."""
instructions = _INSTRUCTIONS
Registration
Skills register themselves on import. Unless directed otherwise, place skill files in a skills/ subfolder within the plugin's Python package, import each one explicitly in that subfolder's __init__.py, and ensure init_unreal.py imports the skills package.
Reloading
After editing a Python skill, reload the plugin's package before verifying. The editor won't pick up changes otherwise. Enable Remote Execution in Edit → Project Settings → Plugins → Python → Enable Remote Execution, then run:
python Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/toolset_registry/tests/reload_remote.py your_plugin
UAsset Skills
A UAsset skill is a UAgentSkill instance saved as a Content Browser asset. Use this path for project-specific skills that don't belong in a plugin and require no code.
Authoring
Use AgentSkillToolset via MCP. Start by calling ListSkills to see what exists, then either create or update:
Creating: Call CreateSkill with:
FolderPath: Content Browser folder, e.g./Game/Skills/AssetName: PascalCase name, e.g.MyWorkflowSkillDescription: one or two sentences (see Structure above)Details: aFAgentSkillDetailswithInstructions
Updating: Call UpdateSkill with:
SkillPath: full path to the skill, e.g./Game/Skills/MyWorkflowSkill.MyWorkflowSkill_CDescription: revised descriptionDetails: revisedFAgentSkillDetails
Reviewing Your Work
Before handing off, verify the skill looks right by calling GetSkills on its path. Then read the description and instructions together as the agent will see them:
- Description: Does it clearly say when this skill applies? Would an agent reading only the description know whether to activate it for a given task?
- Instructions: Do they teach something the agent couldn't learn from the tools? Are they brief enough to be worth the context cost?
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Languages
Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
