agentleFS
EpicGamesEpicGames/unreal-engine-skills-for-claude-code-plugin/skills/unreal-skill/SKILL.md

unreal-skill

Skill1.8k starsChanged 5 months agoMITView on GitHub

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'.

We split this skill into the rules it gives an agent

12 rules. About 0 are common, 7 are distinctive, and 5 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈7

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 5

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Collegial: Write like you're briefing a knowledgeable colleague, not authoring documentation.

    line 16
  2. Distinctive:

    Durable: Don't embed property names, tool names, or other details that change over time.

    line 20
  3. Distinctive:

    Agnostic: Don't reference orchestration systems, role names, model names, or anything about how the agent is wired up.

    line 22
  4. Distinctive:

    Parsimonious: Every token costs context.

    line 24
  5. Very specific:

    1. Does the skill already exist?: Call ListSkills via MCP to see all registered skills in the project, then GetSkills on anything relevant.

    line 30
  6. Distinctive:

    Every Unreal skill has two fields.

    line 39
  7. Distinctive:

    After editing a Python skill, reload the plugin's package before verifying.

    line 82
  8. Very specific:

    Use AgentSkillToolset via MCP.

    line 94
  9. Very specific:

    Creating: Call CreateSkill with:

    line 96
  10. Very specific:

    Updating: Call UpdateSkill with:

    line 102
  11. Very specific:

    Before handing off, verify the skill looks right by calling GetSkills on its path.

    line 109
  12. Distinctive:

    Instructions: Do they teach something the agent couldn't learn from the tools?

    line 112

≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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 CreateSkill via 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.
  • 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

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. MyWorkflowSkill
  • Description: one or two sentences (see Structure above)
  • Details: a FAgentSkillDetails with Instructions

Updating: Call UpdateSkill with:

  • SkillPath: full path to the skill, e.g. /Game/Skills/MyWorkflowSkill.MyWorkflowSkill_C
  • Description: revised description
  • Details: revised FAgentSkillDetails

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?

Download now (ZIP)

  • Other versions1 project uses a version of this.

    Word for word · 0

    None found.

    Edited · 0

    None found.

    Wrote their own version · 1

    1. PeterTXPan/dsh-unreal-mcp★ 16same name

    How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.

  • In this repository2 other files it gives its agents.

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Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

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Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.