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unreal-engine

Build, debug, test, package, and optimize Unreal Engine projects using C++, Blueprints, Automation Tests, Unreal Build Tool, and Automation Tool.

Skill by metaspartan

IndexedMIT★ 32
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/metaspartan-unreal-engine

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About

Build, debug, test, package, and optimize Unreal Engine projects using C++, Blueprints, Automation Tests, Unreal Build Tool, and Automation Tool. Use for `.uproject` work and Unreal-specific runtime or editor issues.

Use cases: testing

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/unreal-engine

What's inside

Skill name
unreal-engine
Description
Build, debug, test, package, and optimize Unreal Engine projects using C++, Blueprints, Automation Tests, Unreal Build Tool, and Automation Tool. Use for `.uproject` work and Unreal-specific runtime or editor issues.
License
MIT
Instructions
47 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Unreal Engine

## Inspect first

1. Locate the `.uproject` file and read its engine association and enabled plugins.
2. Inspect `Source`, project plugins, `Config`, target files, module build files, and nearby tests.
3. Determine whether the behavior belongs in C++, Blueprint, data assets, editor tooling, or configuration.
4. Discover the installed editor and `RunUAT` or `RunUBT` entrypoint without assuming one platform path.

Never text-edit `.uasset` or `.umap` files. Use source changes, configuration, commandlets, or an engine-aware editor workflow.

## Implementation rules

- Keep gameplay rules out of actors and widgets when a subsystem, component, or plain testable type is a better owner.
- Preserve reflection macros, module boundaries, object lifetime, replication authority, and thread affinity.
- Treat asset references and gameplay tags as contracts; verify renames and redirects.
- Avoid broad Blueprint reconstruction or resaves for a focused code change.
- Do not rely on hot reload as final verification after changing reflected types.

## Verification

Use the project's existing scripts when present. Otherwise select the narrowest engine-native checks:

1. Compile the affected target with Unreal Build Tool.
2. Run relevant Automation Tests through the editor or command line.
3. Use a command shaped like `UnrealEditor-Cmd <project> -ExecCmds="Automation RunTest <filter>;Quit" -ReportExportPath=<path> -unattended -nop4` only after resolving the actual executable and test filter.
4. Use Automation Tool for build, cook, stage, package, deploy, or Gauntlet flows already supported by the project.
5. Launch the correct map and exercise the changed player flow.
6. Inspect logs for ensures, access violations, asset load failures, shader failures, and automation errors.

## Headless automation and visual verification

1. Drive editor automation with Python when no C++ change is needed: `UnrealEditor-Cmd <project.uproject> -run=pythonscript -script=<absolute script.py> -unattended -nop4 -nosplash` after resolving the real editor binary; enable the Python Editor Script Plugin first.
2. Keep each generated script small and split large scripts across several write or edit calls; a tool call cut off by the output limit loses its arguments.
3. For visual checks, capture stills with `HighResShot` console commands, `unreal.AutomationLibrary.take_high_res_screenshot`, or a Movie Render Queue job, writing PNG files to absolute paths.
4. Inspect every capture with the `image` tool, compare it with the requested result, fix, re-run, and inspect again before reporting.
5. Keep captures you reported to the user; write new versions to new file names.

## Performance

Capture representative frame timing before changing performance-sensitive code. Distinguish game thread, render thread, GPU, streaming, shader compilation, and memory pressure. Validate packaged behavior because editor timing is not a shipping baseline.

## Completion criteria

Report the target and configuration compiled, automation filter and result, map or gameplay flow exercised, package status, and any editor-only verification limitation.

From metaspartan/cybara, MIT.

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Signals

Stars
32
Forks
9
Open issues
0
Last commit (this folder)
Sep 7, 2026 (1 month ago)
Last release
Oct 24, 2026 (4 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
Website
cybara.ai
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

unreal-engine skill. Agent Mart. https://agentmart.dev/skills/metaspartan-unreal-engine (last updated 2026-10-24)