# Unreal Skill

Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a...

- Repository: https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin (1839 stars)
- Category: Design
- License: MIT
- Last updated: 2026-10-27
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-skill -g -a claude-code -y`
Codex: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-skill -g -a codex -y`
Cursor: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-skill -g -a cursor -y`
Gemini CLI: `npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-skill -g -a gemini-cli -y`

## 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'.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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:

The rest: https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/blob/HEAD/skills/unreal-skill/SKILL.md
