stream-unreal
Skill21 starsChanged 7 days agoApache-2.0View on GitHub
Build, integrate, and answer how-to questions for Stream Chat in Unreal Engine games and apps. Use for Unreal Engine / UE5 / C++ / Blueprint / UMG project work - plugin install per engine version, StreamChatClientComponent wiring on the HUD, ConnectUser and tokens, channels and messages, the shipped WBP_* chat widgets, theming, cooking, and iOS / Android / desktop packaging. Triggers on unreal, unreal engine, ue5, ue 5.7, ue 5.8, .uproject, .uplugin, Build.cs, umg, blueprint, widget blueprint, StreamChat plugin, UStreamChatClientComponent, UChatChannel, FChannelProperties, WBP_TeamChat, in-game chat, game chat. Chat only - there is no Stream Video or Feeds SDK for Unreal.
In this repository11 other files it gives its agents.
- AGENTS.mdAGENTS.md
- stream-androidSkill
- stream-builderSkill
- stream-docsSkill
- stream-feeds-migrationSkill
- stream-flutterSkill
- stream-react-nativeSkill
- stream-reactSkill
- streamSkill
- stream-swiftSkill
- stream-unitySkill
The file
We split this skill into the rules it gives an agent
12 rules. About 0 are common, 4 are distinctive, and 8 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
8
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 59
Not implemented in the Unreal SDK as of v2.0.0.
- Very specific: line 74
Ask only if genuinely unclear.
- Very specific: line 78
Pagination and the lower-level APIs are C++ only: If the user wants a Blueprint-only integration, say up front which parts will need C++ - …
- Very specific: line 84
Every Stream docs page has a Markdown twin: take the page URL, drop the trailing /, add .md.
- Very specific: line 90
Always fetch the .md variant - clean Markdown, verbatim code, no page chrome.
- Distinctive: line 97
When the page has no Unreal tab, get the API from the source of truth ladder below instead, and say where you got it.
- Very specific: line 111
Read the headers from the version the project actually vendors (the plugin is copied into Plugins/, so it is right there - prefer it over …
- Very specific: line 113
URL grounding: only fetch a page URL you got from docs-map.md or from a live index fetch in this conversation.
- Very specific: line 127
If the user asks for a chat UI and has not said which, prefer the shipped WBP_* widgets over hand-built UMG for a first integration - they …
- Very specific: line 134
If the feature is not in the map, fetch the live index (https://getstream.io/cli/docs/chat-unreal.md) and pick from it.
- Distinctive: line 136
If the page has an Unreal tab, use its code verbatim, adapting only to the project's actor/lifecycle shape.
- Distinctive: line 158
If the user asks for support or how to contact someone, direct them to getstream.io/contact.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 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.
Files
Stream Unreal - docs orchestrator for Unreal Engine
Chat only. There is no Stream Video or Stream Feeds SDK for Unreal (/video/docs/unreal and the Feeds Unreal index both 404). If the user asks for calling or feeds in Unreal, say so up front and offer the alternatives (a platform SDK on a companion mobile app, or the REST/server API) rather than inventing an API.
The SDK is in beta. IsBetaVersion: true in the .uplugin; the surface can change between releases, and C++ and Blueprint coverage differ per operation. State this whenever the user pins a version or plans an upgrade.
This skill orchestrates: it gates the request against engine support and feature support, routes to the exact docs page, fetches it live, and applies it - while carrying the curated Unreal-specific knowledge the docs do not have (the ApiKey/BeginPlay ordering trap, the UMG widget layer, cooking, and the per-platform config that decides whether a packaged build is usable).
Rules (read once per session): RULES.md - non-negotiable rules + Unreal pitfalls. Read before writing any code.
Step 0: Three gates, before any code
Resolve all three from the user's words plus a read-only probe. Each one can change the answer from "here is the code" to "that is not possible" - so none of them is optional, and none of them belongs in a compile error later.
Gate 1: engine version (picks the release asset, or stops the task)
| Target engine | What to do |
| 5.7 or 5.8 | Supported. Download the matching release asset - see setup.md 2. |
| 4.27 / 5.0 / 5.1 | Only v1.3.0 (Dec 2022) covers these. Say so: the API predates v2.0.0, BlockUser/UnblockUser/GetBlockedUsers do not exist, and none of this skill's v2 guidance is guaranteed to apply. |
| 5.2 through 5.6 | Hard stop - no release supports these. Say it immediately. The options are: upgrade the project to 5.7/5.8, or build the plugin from source against an unsupported engine (unverified, not recommended). Do not download an asset and hope. |
Detect the version from the .uproject rather than asking:
find . -maxdepth 2 -name "*.uproject" -exec sh -c 'echo "== $1"; grep -m1 EngineAssociation "$1"' _ {} \;There is one release archive per engine version (StreamChat-5.7.zip, StreamChat-5.8.zip) and picking the wrong one is a silent mismatch, not a clean error. Resolve the version first, then download.
Gate 2: feature support (say no in the plan, not in a compile error)
Not implemented in the Unreal SDK as of v2.0.0. If the request needs one of these, say so before writing code:
- Attachments and file/image uploads
- Sending threaded replies, and the thread list
- Quoted messages, mentions, pinning messages
- Offline persistence and optimistic sending
- Channel archiving and channel pinning
- Polls, draft messages, message reminders, location sharing
Implemented: messaging (send / edit / fetch / full-text search / soft delete, hard delete from C++, C++ pagination both directions), channels (query / watch / create / update / truncate / hide+show / freeze / members), reactions (score + enforce-unique, remove, C++ pagination), read state and unread counts, typing indicators, moderation (ban, shadow ban, mute users, mute channels, block and unblock users, flag messages and users, query banned users), slow mode, push device registration, presence + watchers + own-capabilities, real-time events, and preview UI widgets.
The docs contradict the SDK here. The Unreal introduction page still lists "User blocking" as not implemented, but
BlockUser,UnblockUser, andGetBlockedUsersall ship onUStreamChatClientComponentin v2.0.0. Trust the SDK. The repo README feature list is the accurate one.
Gate 3: C++ or Blueprint
Ask only if genuinely unclear; otherwise infer (a Source/ dir with a .Build.cs means C++ is available).
- C++ is the full surface. Callback-based (
TFunction<void(...)>),TOptional<>parameters, and all pagination. - Blueprint covers the common operations as latent nodes, with
...BP-suffixed variants where the C++ signature takesTOptional(SendMessageBP,BanUserBP,ShadowBanUserBP,MuteUserBP,BanMemberBP). - Pagination and the lower-level APIs are C++ only. If the user wants a Blueprint-only integration, say up front which parts will need C++ - and note the naming trap:
BanUserBP(User, FTimespan, FString, bool)takes required args whereBanUser(User, TOptional<FTimespan>, TOptional<FString>, bool)takes optional ones. A zeroFTimespanmeans "unlimited", not "already expired".
The docs convention - and the coverage caveat that matters here
Every Stream docs page has a Markdown twin: take the page URL, drop the trailing /, add .md.
https://getstream.io/chat/docs/unreal/query-channels/ -> https://getstream.io/chat/docs/unreal/query-channels.mdAlways fetch the .md variant - clean Markdown, verbatim code, no page chrome. The live index that lists every Unreal page: https://getstream.io/cli/docs/chat-unreal.md.
Now the caveat, and it is the single most important thing about this docs tree. The /chat/docs/unreal/ tree is largely the shared cross-SDK prose. Only about 26 of its 61 pages carry an Unreal code tab; the rest show JavaScript, Node, Kotlin - even a C#/Unity sample on the rate-limits page. Several pages document features the Unreal SDK does not have at all (file-uploads, threads, pinned-messages, polls-api, drafts, message-reminders, location-sharing, archiving-channels, pinning-channels) with working JavaScript and no per-page warning. And some pages for features the SDK does have carry no Unreal code (send-reaction, moderation, search, message-delivery-and-read-status, freezing-channels).
So:
- Never translate a JavaScript snippet into C++.
channel.sendReaction(...)does not tell you the shape ofUChatChannel::SendReaction. A JS-only page is a page whose concepts apply and whose code does not. - When the page has no Unreal tab, get the API from the source of truth ladder below instead, and say where you got it.
docs-map.mdmarks per-page Unreal coverage. Use it - it saves a wasted fetch and a wrong signature.
Source-of-truth ladder
Walk it in order. Stop at the first rung that answers the question, and cite which rung you used.
| Rung | Source | Use for |
| 1 | The page's Unreal code tab (docs-map.md says which pages have one) | Anything covered. Copy verbatim. |
| 2 | Plugin headers - Plugins/StreamChat/Source/StreamChat*/Public/**.h in the user's project, else raw.githubusercontent.com/GetStream/stream-chat-unreal/<tag>/... | Exact signatures, defaults, UFUNCTION metadata, Blueprint availability. The final authority. |
| 3 | Doxygen C++ reference - https://getstream.github.io/stream-chat-unreal/ | Browsing the class surface when you do not know the header name. |
| 4 | The sample project - the repo root is the sample: Source/StreamChatSample/, Source/DocsSamples/ | Real wiring end to end. StreamChatSampleHud.cpp is a working connect + query + show-UI in 40 lines. |
Read the headers from the version the project actually vendors (the plugin is copied into Plugins/, so it is right there - prefer it over GitHub main).
URL grounding: only fetch a page URL you got from docs-map.md or from a live index fetch in this conversation. Do not invent doc paths from memory.
Step 1: Classify the request
With the gates passed, pick the mode:
- How-to / reference ("how do I query channels?", "what does
EChannelFlags::Watchdo?") -> go straight to Docs lookup. No setup, no credentials. - Integrate ("add chat to my game", "wire Stream into this project") -> run
setup.md, then Docs lookup per feature. - New project ("build me an Unreal chat app") ->
setup.mdthen Docs lookup, scoped to the requested screens. If there is no Unreal project, tell the user to create it in the Epic launcher / Unreal Editor first - do not try to scaffold a.uprojectby hand. - Chat UI ("show a channel list", "put chat on the HUD", "style the message bubbles") -> run
widgets.md. This layer has no official documentation at all, so the runbook is the source: theWBP_*inventory, theLoadClass-by-path pattern, theSetup()-before-AddToViewport()rule, the context-ancestor model, theming, and the cook directive that path-loading requires. - Package / ship / run on device ("build for iOS", "why is it frozen on my phone?", "package for Android") -> run
platforms.md. The per-platform config there is load-bearing, not polish: without it a packaged mobile build is variously unreadably small, frozen a few frames in, or deaf to touch.
If the user asks for a chat UI and has not said which, prefer the shipped WBP_* widgets over hand-built UMG for a first integration - they carry the safe-area handling, theming, and list pagination that is tedious to reproduce.
Step 2: Docs lookup (every request ends here)
- Open
docs-map.md. Find the row for the feature; it gives the exact.mdURL and whether that page has Unreal code. - If the feature is not in the map, fetch the live index (
https://getstream.io/cli/docs/chat-unreal.md) and pick from it. - Fetch the
.mdpage(s) with WebFetch. At most 3 per request; beyond that, hand the user the index URL. - If the page has an Unreal tab, use its code verbatim, adapting only to the project's actor/lifecycle shape. If it does not, drop to rung 2 of the ladder and read the header.
- Cite what you used:
Source: [Title](https://getstream.io/...), orSource: Plugins/StreamChat/Source/StreamChat/Public/Channel/ChatChannel.hfor a header. Never answer SDK specifics from training data - if you did not read it this conversation, read it now or say you could not find it. - Apply best practices - one
QueryChannelswith a filter, thenWatchplus WebSocket events; no per-tick queries; connect once. SeeRULES.md"Mindful API usage".
What this skill carries
The official docs cover the low-level client well where they have Unreal tabs, so this skill does not restate them. The curated, non-doc content is:
| File | What it is |
RULES.md | Non-negotiable rules + the Unreal pitfalls that break builds or fail silently. Every rule is stated once, here. |
setup.md | Engine-version-aware plugin install, Build.cs module deps, CLI credentials, and the verified minimal client wiring. |
widgets.md | The UMG widget layer - undocumented upstream. Inventory, path-loading, Setup ordering, contexts, theming, cooking. |
platforms.md | iOS / Android / desktop config, signing, and the build-vs-package distinction. Includes deploy + log-reading commands. |
docs-map.md | Intent -> exact docs page, annotated with per-page Unreal-code coverage, plus the source-code fallback. |
Support
If the user asks for support or how to contact someone, direct them to getstream.io/contact. SDK gaps and feature requests go to the repo issues.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
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