From unreal-engine-skills-for-claude-code
Creates, edits, or reviews Unreal Engine Agent Skills — named instruction bundles for the unreal-mcp server. Activated when authoring SKILL.md files or Python skill classes in a UE plugin.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unreal-engine-skills-for-claude-code:unreal-skillThe summary Claude sees in its skill listing — used to decide when to auto-load this 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.
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.
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.
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:
CreateSkill via MCP. No code required.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.
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.
Decorate the class with @agent_skill and inherit from unreal.AgentSkill. The two fields from the Structure section map to class attributes:
Description. Keep it to one or two sentences.instructions is 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
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.
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
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.
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: a FAgentSkillDetails with InstructionsUpdating: Call UpdateSkill with:
SkillPath: full path to the skill, e.g. /Game/Skills/MyWorkflowSkill.MyWorkflowSkill_CDescription: revised descriptionDetails: revised FAgentSkillDetailsBefore 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:
claude plugin install unreal-engine-skills-for-claude-code@claude-plugins-official2plugins reuse this skill
First indexed Jun 18, 2026
Creates, updates, or validates SKILL.md agent skills including frontmatter authoring, bundled resource planning, and three-phase discoverability validation.
Creates new Claude Code agent skills with proper structure, progressive disclosure, and bundled resources. Use when user wants to create, write, or build a new skill.
Creates or revises agent skills: adding, renaming, simplifying, improving trigger descriptions, or deciding what belongs in a skill vs. references, scripts, assets, or docs.