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'.
npx skills add https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin --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.
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:
Use when creating new skills, editing existing skills, or verifying skills work before deployment
Curated collection of high-quality prompts for various use cases. Includes role-based prompts, task-specific templates, and prompt refinement techniques. Use when user needs prompt templates, role-play prompts, or ready-to-use prompt examples for coding, writing, analysis, or creative tasks.
Convert abstract edge concepts into strategy draft variants and optional exportable ticket YAMLs for edge-candidate-agent export/validation.
INVOKE THIS SKILL when writing ANY LangGraph code. Covers StateGraph, state schemas, nodes, edges, Command, Send, invoke, streaming, and error handling.
Analyze the protocol layer between agent harness and LLM model. Use when (1) understanding message wire formats and API contracts, (2) examining tool call encoding/decoding mechanisms, (3) evaluating streaming protocols and partial response handling, (4) identifying agentic chat primitives (system prompts, scratchpads, interrupts), (5) comparing multi-provider abstraction strategies, or (6) understanding how frameworks translate between native LLM APIs and internal representations.
Translate SKILL.md and README.md files into multiple languages for sharing skills internationally
| Shared workflow for editing Langfuse's repo-owned agent setup under `.agents/`. Use when changing AGENTS files, shared skills, `.agents/config.json`, generated shim behavior, provider discovery paths, or install-time agent sync.
>- Summarizes Google Cloud Data Lineage graphs to help users debug data quality issues and understand data provenance for BQ/GCS. Use when summarizing upstream and downstream data flows, and presenting complex lineage data as an intuitive Markdown report. Don't use for generic BigQuery queries, editing lineage relationships, or downstream deprecation. Don't use for downstream blast-radius impact analysis (use datalineage-bigquery-asset-impact-analysis skill instead).
Take epicgames/unreal-skill from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.